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#1
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A Beginner's Guide to Level Design The Dawn of Fantasy Scenario Design Editor is an incredibly powerful tool that will ship with the game, available to all players. The Editor will allow players to craft their own playable scenarios with all the power of the Lua scripting language. This Editor is the very same tool that the developers used to create all of Dawn of Fantasy’s maps, including the 3D World Map, showing that there is no limit to creativity in this incredible utility. ![]() With the introduction of the Scenario Design Editor to the Dawn of Fantasy Beta later today, fans will have the opportunity to be among the first to get their hands on such a powerful tool! And with our new guide on Level Design, now's the perfect opportunity to see if you have what it takes to design for Dawn of Fantasy. This 13-page guide takes new designers through creating a scenario, interpreting the interface, crafting mountains, forging rivers, blending terrain, placing units, editing effects without scripting or modding, creating custom bridges, and adjusting the scenario's lighting! Also included are a number of special tricks from the level designers to speed up your process, including access to Dawn of Fantasy's Template Library! Download the Guide and Get Started Now!
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Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC. Follow us on Twitter! Fan us on Facebook! |
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#2
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We have noticed that through the screenshots design contest most of you completely overlooked the Environmental properties - for settings the light and atmosphere. Alex`s guide above does cover the basics, but I wanted to add a quick list of properties that we typically use in DoF. Try the following:
Step 1: Click on a View tab, and go to Environmental properties. Step 2: Set the values like I show on the picture attached. Disclaimer: There is a known bug with camera controls locking up after adjusting environmental settings. Reverie will dedicate time to looking into this properly in the near future; but for now, we recommend saving the map right before adjusting lighting. Last edited by Alex Walz : 12-06-2011 at 11:01 AM. |
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#3
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everyonce in awhile it seems my camera controls lock into the corner of the map and it just sticks there ><
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#4
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Yes, we apologize for that. That's a known bug, but we haven't had the time to look into it properly.
I added a disclaimer to Kon's post; but for the time being, we recommend just saving the map right before adjusting environmental settings - just in case. DOF also makes a automatic backup by saving a .dofbak that you can rename .dofscn if you need to revert. But this backup may not be as current, so still save often. ![]()
__________________
Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC. Follow us on Twitter! Fan us on Facebook! |
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#5
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To avoid the bug with camera locking up - just do this.
1) After you created a new map do NOT adjust Environmental settings. 2) Instead save the map, and load it again. Now you can adjust Environmental settings without the lockup. |
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#6
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Quote:
Open up Environmental Settings and change the View Target Bounds East and South values to match the map max co-ordinates (i.e. if map created was 64 x 64 tiles, max co-ordinates will be 2047 x 2047) |
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#7
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I have been saving alot now almost after every major feature I add in that has helped tons. I adjusted the target bounds and that did help as well
thanks TONS for the advice lol no more two steps forward and one step back ![]() |
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#8
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I wanted to try and put in snow or lava but it wont let me edit the terrain pallet. Gives me this error.
Parameter not valid. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.ArgumentException: Parameter is not valid. at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, Int32 stride, PixelFormat format, IntPtr scan0) at Editor.EditPalette.textureTree_AfterSelect(Object sender, TreeViewEventArgs e) at System.Windows.Forms.TreeView.OnAfterSelect(TreeVi ewEventArgs e) at System.Windows.Forms.TreeView.TvnSelected(NMTREEVI EW* nmtv) at System.Windows.Forms.TreeView.WmNotify(Message& m) at System.Windows.Forms.TreeView.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.239 (RTMGDR.030319-2300) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Editor Assembly Version: 1.0.4332.22649 Win32 Version: CodeBase: file:///C:/Program%20Files%20(x86)/Reverie%20World%20Studios/Dawn%20Of%20Fantasy/Editor.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.235 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 built by: RTMRel CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- CustomControls Assembly Version: 1.0.4265.6076 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Program%20Files%20(x86)/Reverie%20World%20Studios/Dawn%20Of%20Fantasy/CustomControls.DLL ---------------------------------------- ScintillaNET Assembly Version: 1.0.4265.6078 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Program%20Files%20(x86)/Reverie%20World%20Studios/Dawn%20Of%20Fantasy/ScintillaNET.DLL ---------------------------------------- System.Deployment Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1 (RTMRel.030319-0100) CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll ---------------------------------------- sd5iswg3 Assembly Version: 1.0.4265.6078 Win32 Version: 4.0.30319.236 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. |
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