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Guide for working mini-maps


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#1
Shodushi

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Guide to your minimaps to be shown ingame!

What you have to do:

1) open the singe player module

file -> manage modules -> singe player -> open

then open your *.lvl file

once it is loaded, click on

2) edit -> minimap -> minimap selection tool

now draw a box that is about the size of your map
(the box will somehow be bigger than the one you just created, maybe u should create a smaller box)


3) now, click on
edit -> minimap -> Post minimap to local
(this will create the minimap) 

save your work!!

4) now, tools -> export -> Do All Local Posts

save your work! (for savety, close the entire toolset after you saved your work)

5) now, copy/cut the directory "Documents\\\\Bioware\\\\Dragon age\\\\packages\\\\core\\\\override\\\\toolsetexport\\\\YourLevelTag\\\\" to

"Documents\\\\Bioware\\\\AddIns\\\\YourLevelTag\\\\core\\\\override\\\\toolsetexport\\\\"

From now on, you can use the level as a layout for areas in your module, minimap and watermesh will show up properly ingame.

A small note:

-You have to do this for all your *.lvl files.

-Once you have copied the file(s) you could load up the game to see if you have done it right.

-You dont have to load up your module and do all local posts again.

-If you see the minimap AND something like a white box around it, u have to open up your *lvl file and fill those "white"areas with the blk-models (click on model pallete, type in blk and there u have several black boxes that u could place around your creation. these black boxes will turn the white sourroundings in your minimap to be black) :D

-If you later change small things in your *.lvl file, lets say a barrel or so, i wouldnt  re-do the minimap, cause you hardly would notice a change.. but if you change bigger things, like moving a hut or a wall u should re-do the minimap.



http://social.biowar...ms/554167/13857


social.bioware.com/337103/albums/554167/13858

social.bioware.com/337103/albums/554167/13859

Modifié par Shodushi, 13 janvier 2010 - 10:50 .


#2
DarthParametric

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The mini-map is just a DDS file, so after it is exported you can edit it like any other texture. You can get rid of the black by editing the alpha channel, although seemingly that only shows up in the main map - the mini-map background stays black (possibly because it has no underlay). I'll have to go back and see if any of the OC levels (specifically indoor ones) have that.

If you want more of an artistic hand-drawn effect, you could use some filters on it or just replace it outright.

Modifié par DarthParametric, 13 janvier 2010 - 11:14 .


#3
Shodushi

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yeah, but there may be users that dont know how to edit textures :)

#4
DarthParametric

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There is plenty of info available on how to do so.



Also, I wouldn't advise "Do All Local Posts". A simple "Post to Local" causes less hassle. Both are independent of the mini-map anyway, so it's an unnecessary step if the level is unchanged.

#5
Elvhen Veluthil

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I haven't got to that point yet in my level, but thanks for posting.

#6
FalloutBoy

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I'm bumping this because I couldn't find it when I searched for "minimaps", "minimap", or "mini map".

#7
Sunjammer

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You can set the mini-map dimensions exactly via the exportable/playable area properties. This avoids the issues mentioned above.

Modifié par Sunjammer, 15 janvier 2010 - 09:17 .