First of all i would like to say be big big thank you to sunjammer and yara cousland. You 2 have been so helpful in helping me create my university final year project and it would have never been done with out you. maker's blessing be upon you both!
However I have on final request to anyone who can answer me.
I need to submit my final year project and i am curious as to how you export the campaign as a package for someone else to play on another computer and besides the game dragon age what does the person require to play my campaign.
Also My main character which was created for the campaign wasn't put into game in traditional format. I had to swap the generic model which all toolset campaigns start off with for his model and i'm wondering if the campaign is given to someone else will his model still be used or will it revert back to the generic model given on someone else's computer.
If it does how do i prevent that from happening
best regards
Bassline204
Question about packaging a working campaign
Débuté par
Bassline204
, avril 11 2011 12:11
#1
Posté 11 avril 2011 - 12:11
#2
Posté 11 avril 2011 - 01:45
Well I can tell you how to export the campaign for others to install, but the character thing I don't know for sure. You could try and do the export for players, install it on another computer with Dragon Age installed (not the builder compu) and see whether it's an issue or not I suppose.
Anyways yeah. When you start the toolset and have your module opened, you can go to Tools - Builder - Builder to Player Package. Clicking it will toss up a window, asking for "UserManifest_YOURMODULE.xml". You won't have that yet, so hit cancel.
It will continue on to an explorer window, here you should select all files that you need to run your module, aka: stuff under Addins/YOURMODULE. You need scripts/plots/talktable etc etc
When you think you have everything, click 'save manifest' (the manifest is a save of your selection basicly, makes it easier next time around). Next hit ok, it should start packing everything up now.
If you have an outdoor level it's possible you'll get errors for certain selected files that feature a double extention name. Example: .gpu.rim files. Click them all off, try again, just turn off everything it moans about, then press save manifest again and ok to package.
Now you should have a .dazip file. If you did get errors on some files, you'll most likely need to add them in seperately now.
Open the .dazip with winrar (or similar program).
You'll have to go and find the folder in the zip that's missing the files. Find them on your computer under your level's layout files, and just copy/paste them in. (not doing this will result in broken lightmaps for water and missing groundtextures, they will all be white)
Should all work after that.
People only need a pc with dragon age origins installed for this to work on other systems now.
Installing the dazip you can do via the dragon age updater, select the dazip and it'll install, you're ready to rock.
The character thing, the files you changed for that are probably in the core override folder yes?
The Package selector will probably preselect those files along with the files in your module folders, I reckon you can try just packing them along, though I have no idea if this will affect the game for the PC you install the mod on then. (but then who cares, it just replaces Jaden right?)
Anyways yeah. When you start the toolset and have your module opened, you can go to Tools - Builder - Builder to Player Package. Clicking it will toss up a window, asking for "UserManifest_YOURMODULE.xml". You won't have that yet, so hit cancel.
It will continue on to an explorer window, here you should select all files that you need to run your module, aka: stuff under Addins/YOURMODULE. You need scripts/plots/talktable etc etc
When you think you have everything, click 'save manifest' (the manifest is a save of your selection basicly, makes it easier next time around). Next hit ok, it should start packing everything up now.
If you have an outdoor level it's possible you'll get errors for certain selected files that feature a double extention name. Example: .gpu.rim files. Click them all off, try again, just turn off everything it moans about, then press save manifest again and ok to package.
Now you should have a .dazip file. If you did get errors on some files, you'll most likely need to add them in seperately now.
Open the .dazip with winrar (or similar program).
You'll have to go and find the folder in the zip that's missing the files. Find them on your computer under your level's layout files, and just copy/paste them in. (not doing this will result in broken lightmaps for water and missing groundtextures, they will all be white)
Should all work after that.
People only need a pc with dragon age origins installed for this to work on other systems now.
Installing the dazip you can do via the dragon age updater, select the dazip and it'll install, you're ready to rock.
The character thing, the files you changed for that are probably in the core override folder yes?
The Package selector will probably preselect those files along with the files in your module folders, I reckon you can try just packing them along, though I have no idea if this will affect the game for the PC you install the mod on then. (but then who cares, it just replaces Jaden right?)
Modifié par Ottemis, 11 avril 2011 - 02:19 .
#3
Posté 11 avril 2011 - 02:04
Also mind that the packager will preselect all other mods you've got installed as well. If they're not needed for the module, click them off.
Example: I was using user built hair-mods for my own game, the packager preselected those for the module.
Example: I was using user built hair-mods for my own game, the packager preselected those for the module.
Modifié par Ottemis, 11 avril 2011 - 02:09 .





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