Im so confused. I have made some cool levels - rooms and terrains - but how do I play them? And what is an area?
IS there a manual for the toolset cause the wiki sucks.....
help
What is the Difference between an area and a level
Débuté par
Frans-Laurens
, nov. 28 2009 09:33
#1
Posté 28 novembre 2009 - 09:33
#2
Posté 28 novembre 2009 - 10:04
An area always needs a level. The level itself is static, nothing in the level can ever move or interact. So basically the level is the basis of every location, but to fill it with life, you need the area editor.
For every level you create, you need an area, and in there you can add stuff like chests, npcs and whatnot to it.
I suggest watching some of these tutorial videos, they are pretty helpful.
http://social.biowar...27/#discussions
For every level you create, you need an area, and in there you can add stuff like chests, npcs and whatnot to it.
I suggest watching some of these tutorial videos, they are pretty helpful.
http://social.biowar...27/#discussions
Modifié par Erenz, 28 novembre 2009 - 10:05 .
#3
Posté 28 novembre 2009 - 12:12
Also note that typically each level will have one area, but there is nothing that prevents you from placing two separate areas within one level, for example if you can see from one area into another, but not walk between them.
#4
Posté 29 novembre 2009 - 02:40
When you create a exportable level (.lvl file), you can post it to local, which creates an area layout file (.arl). When you start a new area, in the area properties you can choose which area layouts to use, including the official campaign areas and any that you've built. The level should consist of statics: terrain, trees, lighting, buildings, etc. In an area, you place creatures and objects you can interact with. Once you understand how they fit together, the tutorials on the wiki site make much more sense. Why make them separate things? I suspect this allows the huge level file to be made into a more compact form, making it easier to share.
#5
Posté 29 novembre 2009 - 09:13
thanks for your help guys - I get it now
#6
Posté 29 novembre 2009 - 03:54
Adinos wrote...
Also note that typically each level will have one area, but there is nothing that prevents you from placing two separate areas within one level, for example if you can see from one area into another, but not walk between them.
How should that work: 2 separate areas with one Level?
Only can connect one level with one area... pls explain... (how can i connect 2 areas without transition and only to see in the other area?)
Modifié par ModWriter, 29 novembre 2009 - 03:55 .
#7
Posté 29 novembre 2009 - 06:02
Ostagar is a good example. The Ostagar level includes the whole visual panorama. Bioware made two areas (at least) out of that with an area transition at the bridge. You do that by building a large level, but creating more than one exportable area (where you set the walkable green, yellow, and red squares). You then get two area layouts (.arl) from the same level with different walkmeshes, which might improve performance over one huge walkable area. It also allows you to make other "areas" visible in the distance without having to rebuild a new level for each part of an extended region.
#8
Posté 29 novembre 2009 - 06:26
Ahhh, with the exportable area... will try, thks.
#9
Posté 08 décembre 2009 - 03:44
Thanks for the info on this...





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