Heh. You beat me to it on the announcement.
Remember to click on the "files" tab to access the other files associated with that project - only one file can be marked as "featured", and currently that happens to be the head morphs for arbitrary reasons. The level layouts are divided up based on geography and plot. Note that I left out the pre-generated lightmaps from these levels; they would have made the downloads much, much larger, and you'll need to regenerate those anyway if you do any modding.
Oh, another thing I posted a while back that you guys might be interested in is a set of "selection groups" at
http://social.bioware.com/project/238/. Selection groups are like a clipboard saved to file, they contain a bunch of models that you can paste into a level in one operation. What some of our level artists do internally is to paste a selection group containing the common models they'll be using for a particular level (for example, a bunch of Tevinter ruin pieces) into the level's "scratch space" and then copy and paste individual pieces as needed.
Modifié par BryanDerksen, 15 décembre 2009 - 05:05 .