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  • | {{Infobox creature}} ...sting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).
    14 KB (2,190 words) - 15:10, 4 July 2010
  • == Creating a monstrous creature's template == First, create a new creature template. (File->New->Creature) You can leave most of its properties at their defaults for starters. To ma
    12 KB (1,998 words) - 23:37, 10 August 2011
  • == Creating and setting a conversation for a creature == In the [[creature tutorial]] we created a [[creature]] named "Quest Giver", who is standing outside a hut that's filled with mon
    23 KB (4,062 words) - 23:36, 10 August 2011
  • ...[[curve editor]] that can be shown below the timeline when the "show curve editor" button is enabled in the toolbar. | [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:
    19 KB (3,281 words) - 10:04, 24 March 2011
  • ...же шкалы хронологии, корда кнопка «show curve editor» (показать редактор кривых) доступна на п | [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:
    21 KB (2,985 words) - 09:24, 17 October 2011
  • ...ine perception and movement. Artists construct areas using the Environment Editor. The area editor displays the selected environment in a graphics window. The currently place
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...ine perception and movement. Artists construct areas using the Environment Editor. The area editor displays the selected environment in a graphics window. The currently place
    14 KB (2,315 words) - 00:14, 28 December 2011
  • The result is opened in the cutscene editor. There are two basic sections to the cutscene editor; the viewports (top) and the timeline (bottom).
    36 KB (6,303 words) - 14:51, 21 December 2013
  • ...n the blue sphere that becomes visible when a door is selected in the area editor (this is the door's 'hinge') and corresponding attachment points throughout ...signal is sent to any nearby creatures from the same group of the door. A creature receives the signal and reacts to it as appropriate.
    6 KB (1,154 words) - 17:43, 28 March 2010
  • |[[Image:IconCreature.png|link=Creature]] || [[Creature]] || [[Image:IconStage.png|link=Stage]] || [[Stage]] A template is what is loaded into the specialized editor to define its characteristics, an instance is what is actually loaded into
    6 KB (877 words) - 10:01, 15 February 2012
  • Triggers are polygonal shapes painted onto areas that receive an event when a creature enters or exits it, which generally is then processed by a script to perfor ...a editor volume object.png|frame|A trigger's volume object in the [[area]] editor]]
    10 KB (1,581 words) - 17:43, 11 March 2012
  • The only editor that makes direct use of them is the [[level editor]], but things like creatures and placeables will make use of them indirectl ...style="border-right:3px solid black; background-color:#E0C0C0" |[[Creature|Creature: Appearance]]
    8 KB (1,140 words) - 13:30, 23 February 2012
  • == Animation worksheet editor == ..., so unique bend trees can be assigned to a class of creatures or a unique creature.
    3 KB (410 words) - 18:57, 8 May 2014
  • === Creature templates === === Editing the creature template ===
    17 KB (3,007 words) - 14:08, 28 December 2013
  • Each resource type opens up a different editor in the toolset, as requirements for editing are different. The properties ...d an area layout with a creature in it, you wouldn't be able to delete the creature's template from your database until you'd removed it from the area layout f
    8 KB (1,308 words) - 15:38, 26 October 2014
  • A stage '''template''' can be created using DA's stage editor. The setup includes the following: ...game and in the stage. This will not override the designation in the dlg editor, but more on that later. You won't be able to use 'your' GW to replace the
    14 KB (2,285 words) - 14:37, 23 July 2014
  • [[Image:Animation event editor.png|thumb|300px]] The [[event editor]] is used to add events to animations. It can be opened by selecting the ''
    3 KB (481 words) - 19:23, 8 May 2014
  • ...luding creatures, placeables, and even cameras. When the target is another creature, the actor will attempt to look at the target's head. If the target is anot == Cutscene editor performance ==
    6 KB (962 words) - 16:49, 19 January 2012
  • *Handle creature and party member [[AI]] == Script editor ==
    13 KB (1,960 words) - 00:20, 10 August 2011
  • == Cutscene editor performance == ...ing.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientati
    8 KB (597 words) - 18:00, 19 January 2012

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