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		<id>https://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Th3+selectah</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
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		<updated>2026-04-26T08:55:23Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8405</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8405"/>
				<updated>2009-11-28T10:28:20Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as a *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding it to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Copy all the files (*.msh, *.mmh, *.phy, *.dds, *.mao) to &amp;quot;\Dragon Age\pagages\core\override\&amp;quot;.&lt;br /&gt;
Optionally you can pack it into an *.erf file&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;br /&gt;
&lt;br /&gt;
If you did nothing wrong up till now, you should be able to use it in the Toolset by now.&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8404</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8404"/>
				<updated>2009-11-28T10:24:48Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Convert your model to DA:O compatible files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as a *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mmh and *.phy to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelmeshdata.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.mmh and *.phy files there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.msh to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelhierarchies.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.msh file there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mao and *.dds to your Toolset==&lt;br /&gt;
&lt;br /&gt;
This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;br /&gt;
[[File:Toolkit.png]]&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8367</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8367"/>
				<updated>2009-11-27T21:36:42Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Using it in the Toolkit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as and *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
[[File:blender.png]]&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mmh and *.phy to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelmeshdata.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.mmh and *.phy files there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.msh to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelhierarchies.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.msh file there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mao and *.dds to your Toolset==&lt;br /&gt;
&lt;br /&gt;
This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;br /&gt;
[[File:Toolkit.png]]&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=File:Screenshot20091127201542870.jpg&amp;diff=8366</id>
		<title>File:Screenshot20091127201542870.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=File:Screenshot20091127201542870.jpg&amp;diff=8366"/>
				<updated>2009-11-27T21:34:15Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: uploaded a new version of &amp;quot;File:Screenshot20091127201542870.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=File:Screenshot20091127201542870.jpg&amp;diff=8365</id>
		<title>File:Screenshot20091127201542870.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=File:Screenshot20091127201542870.jpg&amp;diff=8365"/>
				<updated>2009-11-27T21:33:36Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=File:Toolkit.png&amp;diff=8364</id>
		<title>File:Toolkit.png</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=File:Toolkit.png&amp;diff=8364"/>
				<updated>2009-11-27T21:31:52Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8363</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8363"/>
				<updated>2009-11-27T21:31:40Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Using it in the Toolkit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as and *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
[[File:blender.png]]&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mmh and *.phy to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelmeshdata.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.mmh and *.phy files there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.msh to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelhierarchies.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.msh file there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mao and *.dds to your Toolset==&lt;br /&gt;
&lt;br /&gt;
This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;br /&gt;
[[File:Toolkit.png]]&lt;br /&gt;
[[File:Dao.png]]&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=File:Blender.png&amp;diff=8362</id>
		<title>File:Blender.png</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=File:Blender.png&amp;diff=8362"/>
				<updated>2009-11-27T21:25:54Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: uploaded a new version of &amp;quot;File:Blender.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8361</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8361"/>
				<updated>2009-11-27T21:25:35Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Convert your model to DA:O compatible files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as and *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
[[File:blender.png]]&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mmh and *.phy to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelmeshdata.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.mmh and *.phy files there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.msh to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelhierarchies.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.msh file there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mao and *.dds to your Toolset==&lt;br /&gt;
&lt;br /&gt;
This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8360</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8360"/>
				<updated>2009-11-27T21:24:12Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Convert your model to DA:O compatible files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as and *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
[[File:blender.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mmh and *.phy to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelmeshdata.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.mmh and *.phy files there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.msh to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelhierarchies.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.msh file there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mao and *.dds to your Toolset==&lt;br /&gt;
&lt;br /&gt;
This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8359</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8359"/>
				<updated>2009-11-27T21:23:36Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Convert your model to DA:O compatible files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as and *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
[[File:blender.png]]&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mmh and *.phy to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelmeshdata.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.mmh and *.phy files there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.msh to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelhierarchies.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.msh file there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mao and *.dds to your Toolset==&lt;br /&gt;
&lt;br /&gt;
This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8358</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8358"/>
				<updated>2009-11-27T21:23:07Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Convert your model to DA:O compatible files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as and *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
[[File:blender.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mmh and *.phy to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelmeshdata.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.mmh and *.phy files there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.msh to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelhierarchies.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.msh file there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mao and *.dds to your Toolset==&lt;br /&gt;
&lt;br /&gt;
This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=File:Blender.png&amp;diff=8357</id>
		<title>File:Blender.png</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=File:Blender.png&amp;diff=8357"/>
				<updated>2009-11-27T21:22:37Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8356</id>
		<title>Adding a custom model to the toolset tutorial</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Adding_a_custom_model_to_the_toolset_tutorial&amp;diff=8356"/>
				<updated>2009-11-27T21:17:14Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: Created page with 'This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.  __TOC__  ==Needed Files== Download tazpn's Command...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to add a custom model to your Toolset. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Needed Files==&lt;br /&gt;
Download tazpn's Command Line Tools [http://social.bioware.com/project/218/#files] &lt;br /&gt;
&lt;br /&gt;
==Convert your model to DA:O compatible files==&lt;br /&gt;
&lt;br /&gt;
It is assumed that the model is finished and textured.&lt;br /&gt;
&lt;br /&gt;
Export your model as and *.fbx file.&lt;br /&gt;
&lt;br /&gt;
Use tapzn`s Tool to convert the *.fbx file to a *.mmh.xml file (fbxcmd convert name.fbx name.mmh.xml).&lt;br /&gt;
You will get 3 files out of this: &lt;br /&gt;
&lt;br /&gt;
• *.mmh.xml&lt;br /&gt;
&lt;br /&gt;
• *.msh.xml&lt;br /&gt;
&lt;br /&gt;
• *.mao&lt;br /&gt;
&lt;br /&gt;
Since the *.mao file is not well named in some cases, you have to manually rename it in some cases. If you do this dont forget to change the reference in the *.mmh.xml file!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create *.mmh ==&lt;br /&gt;
&lt;br /&gt;
Just drag and drop your *.mmh.xml on the &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MMH\GraphicsProcessorMMH.exe&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Create *.msh ==&lt;br /&gt;
&lt;br /&gt;
Copy the *.msh.xml file to &amp;quot;\Dragon Age\tools\ResourceBuild\Processors\MSH&amp;quot;&lt;br /&gt;
Then do &amp;quot;GraphicsProcessorMSH -platform pc mmdtogff (filename).msh.xml&amp;quot; using your Shell / cmd&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mmh and *.phy to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelmeshdata.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.mmh and *.phy files there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelmeshdata.erf and a modelmeshdata.erf.$$$. Just move the modelmeshdata.erf to another folder and rename the other one to modelmeshdata.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.msh to your Toolset ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;\Dragon Age\pagages\core\data\modelhierarchies.erf&amp;quot; in your Toolset and drag&amp;amp;drop the *.msh file there.&lt;br /&gt;
Manually save it then. You will get an error but that is normal. Close your Toolkit and go to &amp;quot;\Dragon Age\pagages\core\data\&amp;quot;&lt;br /&gt;
There should be a modelhierarchies.erf and a modelhierarchies.erf.$$$. Just move the modelhierarchies.erf to another folder and rename the other one to modelhierarchies.erf&lt;br /&gt;
&lt;br /&gt;
== Adding the *.mao and *.dds to your Toolset==&lt;br /&gt;
&lt;br /&gt;
This is staight forward as before. *.mao file to materialobjects.erf and *.dds to textures.erf&lt;br /&gt;
&lt;br /&gt;
== Using it in the Toolkit ==&lt;br /&gt;
&lt;br /&gt;
To use it in the toolkit you have to specify which item variation your item is. Edit the fitting *.gda in the 2da.erf to do so.&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=8354</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=8354"/>
				<updated>2009-11-27T20:48:26Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Other Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Tutorial: Adding a Custom Model to Toolset]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Backgrounds tutorial]]&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=8353</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=8353"/>
				<updated>2009-11-27T20:46:59Z</updated>
		
		<summary type="html">&lt;p&gt;Th3 selectah: /* Other Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Tutorial: Adding a Custom Model]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Backgrounds tutorial]]&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Th3 selectah</name></author>	</entry>

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