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)
-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 .





Retour en haut






