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Sunjammer's Unofficial Toolset FAQ


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#1
Sunjammer

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The forum is getting a little over-run by duplicate threads so I've attempted to put together some answers for you all. Please note that while I was one of the Toolset Beta Testers and Builder Event attendees I am not a BioWare employee.


Summary

BioWare had every intention to have the Toolset available on Day 1 (i.e. 3 November 2009) and the Beta version was feature complete at the last build.  A last minute glitch was discovered with the toolset's installer and BioWare postponed the release.  BioWare have now fixed and tested the issue with the installer and barring any further unforseen issues the toolset will be available on Day 4 (i.e. 6 November 2009).

When it becomes available the toolset will be a free download available to owners of a registered copy of Dragon Age: Origins (PC). It will be available to download from the Social site, specifically from http://social.biowar...t.php#downloads.

The Toolset that you will get is not some cut down, hobbled or restricted version it is essentially the very same tool that BioWare used to create DA:O. A different light mapping solution has been implemented since most people can't afford to install a render farm in their basement.


Unofficial FAQ

1: Why can't I register the game?
It appears that this may be a result of server load: it may take several attempts to successfully submit registration key or promotion codes.  Unfortunately the messages indicate that your key or code is invalid rather than the request timed out.  Nonetheless try resubmitting your key or code a few times before assuming it is invalid and seeking technical assistance.

2: I've registered why can't I download? Why am I getting "404: Page Not Found" or "toolset not available yet" when I click on the link?
The toolset isn't available yet due to a last minute issue with the installer.  BioWare have stated that this issue has now been fix, tested and the toolset is now ready and is being rolled out to the download servers.   Barring any further unforseen issues the Toolset will be available on the morning of 6 November 2009.  When interpreting "morning" bear in mind BioWare is on Mountain Time, i.e. GMT + 8 hours.

3: If BioWare knew they couldn't supply the toolset on time why didn't they tell us/why did they lie?
I don't know when BioWare became aware that they couldn't meet the intended release date but from I've pieced together this issue was discovered clearly very late in the day and they were doing their best to fix it as quickly as possible. The issues with the social site's performance/stability exacerbated the initial lack of communication.

4. What can I do in the meantime?
Get inspired: read the Toolset wiki; read the David Gaider's two prequels or play DA:O!

5: Why must I have Dragon Age: Origins (PC) registered to download or use the Dragon Age Toolset?
The toolset requires the DA:O game engine and resources to be able to run. It also requires various other components are typically the PC only: SQL Server, ActivePython, EclipseRay.

6: Will the toolset work without the game?
No (see answer #5).

7: Is the toolset available for the consoles?
No (see answer #5).

8: Can I create modules and addons for the consoles?
Not at this time: possibly in the future.

9: How big is the download?
Based on the last Toolset Beta Build (v982) about 490MB (including ActivePython).  Based on the information on the downloads page it is 325MB with another, optional, 325MB.

10: Is it free?
Yes.

11: I heard a rumour about licensing issues and that the current client doesn't allow "Other Campaigns": is there any truth in these?
None.

12: Can I install the Toolset on multiple computers?
Yes.

13: Does the Toolset work with multiple monitors?
Yes: you can can detatch various elements such as the object palette, property grid panel, log window, help window, etc. and drag them onto the second monitor.

14: When will the toolset be available for download/Can you give us an ETA on when the toolset?
Barring any further unforseen issues the Toolset will be available on the morning of 6 November 2009.  When interpreting "morning" bear in mind BioWare is on Mountain Time, i.e. GMT + 8 hours.

Modifié par Sunjammer, 06 novembre 2009 - 03:24 .


#2
allothernamesweretaken

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Why, thank you Mr. Jammer

#3
Sheylan

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Very nice. Waiting on this one with baited breath.

#4
Vincent Avatar

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I'm certainly waiting on this toolset, being a complete novice to the concept of module building--I never could get NWN's toolset not to crash on me, and I rapidly lost hope, interest, and patience with it. High school C++ classes taken seven years ago, don't fail me now!

#5
zWolf

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SunJammer, I like the cut of your jib sir!



(that's supposed to mean thanks for posting this... I don't really even know what a jib is... but i'm sure your's is cut fine.)



zWolf -out.

#6
defjam

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so both files need to be downloaded is bascially what your saying eh?





sorry , yes i'm being sarcastic - i'm stuck at work and tried ot "hooky" my way out at lunch time but was rebuffed by a big unncessary project :(




#7
EvilEdison

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Good idea, Sunjammer. In a way, I think this delay is a blessing in disguise. I probably would have played the game for an hour then jumped right into the toolset. At least this way I get to understand the mechanics of the game a lot better and appreciate the differences between DA:O and NWN2. At least that's what I keep telling myself :)

#8
Bug.Bear

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The toolset works with multipule monitors. You can drag the palette
window, log windows, etc. onto a second screen and/or run the game on
either monitor in full screen or windowed mode. I've tested in both
windows 7 and Vista.

Modifié par Bug.Bear, 04 novembre 2009 - 08:51 .


#9
FalloutBoy

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No really. When's the toolset going to be out? :P


#10
Chizambers81

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Great post man... This delay is killing me, as I bought the game specifically for the toolset. Hope to see it out in the next couple days. I need to do some modding!

#11
Sunjammer

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Bug.Bear wrote...


The toolset works with multipule monitors. You can drag the palette
window, log windows, etc. onto a second screen and/or run the game on
either monitor in full screen or windowed mode. I've tested in both
windows 7 and Vista.

Thanks: I'll update the FAQ.

#12
Sunjammer

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Incidentally if people have "frequently asked" questions they'd like answers too then they should feel free to message me or post them here and I'll try to get an answer.

#13
johnbgardner

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zWolf wrote...

SunJammer, I like the cut of your jib sir!

(that's supposed to mean thanks for posting this... I don't really even know what a jib is... but i'm sure your's is cut fine.)

zWolf -out.


A jib is a small triangular sail set ahead of the foremast on a sailing vessel.  The "cut" is the angle it makes with the ship and if set properly, assists in the steering of the vessel.  (Retired Navy, here).

#14
zBeeble0

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what about the people who do have a render farm?

#15
twigster

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Nicely done.

#16
Buddikaman82

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So the lighting/baking wont be as good as in the game? I ask this because the game seems to have some great AO bakes done when compiling the lighting.



-Buddikaman

#17
Sunjammer

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Buddikaman82 wrote...

So the lighting/baking wont be as good as in the game? I ask this because the game seems to have some great AO bakes done when compiling the lighting.

We were told that the lighting won't be as good in the game but it will be good enough.

If you are knowledgable on the subject (I'm not) then you can probably judge for yourself the level of quality to expect as EclipseRay is essentially a rebadged verion of YafaRay (www.yafaray.org/documentation/features) .

#18
Axe_Murderer

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Just a real quick point about question #1: Why can't I register the game?

Since everybody is hammering on those servers all at once, you may find service a tad unreliable until things plateau off. For me it took several attempts re-submitting my registration and promotion codes before they went through. I had to resubmit almost every code I entered more than once, a couple of them took several attempts before they went through. The messages that appear when the servers are too busy to process your registration and redemption requests are somewhat misleading as they tend to imply or state flat out that your code is invalid rather than that the registration request timed out or could not be completed due to server load.

So before you go assuming it isn't working or you got a bad code, be persistent and try to resubmit a few times first...you might find it is just simply real busy.

Modifié par Axe_Murderer, 05 novembre 2009 - 11:48 .


#19
Fester Pot

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When will the toolset be available?



Jon_Thompson_ wrote...



The current ETA on the toolset release is tomorrow morning (that is November 6th). We ran into some last-minute, unexpected installer issues that required fixing and testing. It is now ready, but it needs to wend it way through the system to appear on our servers.



As I said, if all goes well you can expect the toolset tomorrow morning.



#20
Sunjammer

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Thanks for the reminders Axe and Fester: FAQ updated.

Modifié par Sunjammer, 06 novembre 2009 - 02:21 .


#21
Twilight Centauri

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I'm just curious about one thing:



Will Bioware supply the exporter for 3D Studio Max, (Or any other 3D modeling package,) so that people can create custom content for the game? Like say if a person were to create a mod, but he/she wanted their own custom characters in the game, would we be able to do that? I fully understand that includes rigging and character animation, but will that happen?



I don't know about everyone else, but in my mind, that is the definition of a Mod: The ability to not only create your own worlds with in-game assets, but to also import your own personal created models, whether they are inorganic or organic, and see them work in the game engine.

#22
Sunjammer

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Twilight Centauri wrote...

Will Bioware supply the exporter for 3D Studio Max, (Or any other 3D modeling package,) so that people can create custom content for the game? Like say if a person were to create a mod, but he/she wanted their own custom characters in the game, would we be able to do that? I fully understand that includes rigging and character animation, but will that happen?

BioWare cannot supply an importer/exporter due to legal/licensing restrictions however they have published the formats on the Toolset Wiki and they are working with some well known community toolsmiths.

#23
Niko Daemon

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TY Sunjammer

#24
Twilight Centauri

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Ah, I see. Thanks Sunjammer

#25
bobbitthehobbit

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Very, very interested in this so thanks for the info - I'm looking forward to having the difficult choice of deciding whether I play in DA:O or create in DA:O! ;)