Difference between revisions of "Material editor"

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m (Protected "Material editor" ([Edit=⧼protect-level-larianeditonly⧽] (indefinite) [Move=⧼protect-level-larianeditonly⧽] (indefinite)))
 
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[[File:MaterialEditor.png|800px|center]]
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[[File:MaterialEditor.png|1000px|center]]
  
 
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== Components ==
 
== Components ==
[[File:MaterialEditor StepByStep.png|800px|none]]
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[[File:MaterialEditor StepByStep.png|1400px|none]]
<sub>The tag editor with each component numbered</sub>
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<sub>The material editor with each component numbered</sub>
  
 
The tag editor consists of the following components:
 
The tag editor consists of the following components:
# [[#Name|Name]] column
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# Node graph toolbar
# [[#Categories|Categories]] column
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# List of available nodes
# [[#Description|Description]] column
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# Properties of the selected node
# [[#Module|Module]] column
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# Material preview
# [[#Tooltip Key|Tooltip key]] column
 
# [[#Tooltip|Tooltip]] column
 
# [[#Tags|Tags]]
 
# [[#Filtering|Filter]]
 
  
 
<br />
 
<br />
=== Tags ===
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=== From editor to game ===
Each row in the Tag Editor grid defines a tag. Greyed out tags are not editable, likely because they are in another project.
 
  
To add custom tags in your own project, scroll all the way down and define your tag in the empty row at the bottom. A new empty row is added each time you finish adding a tag.
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When saving a material in the editor, its game files get generated automatically.<br />
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While the editor file of the material can be found in your mod's data folder under "Data/Editor/Mods/YourMod/Assets/Materials",<br />
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the game files can be found at "Data/Public/YourMod/Assets/Materials"<br />
  
To delete a custom tag, simply select the row in which it is defined and hit "Delete" on your keyboard.
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To be able to use the material in-game, you'll have to make a material resource with the generated .lsb file from the Public folder as source.
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[[File:MaterialEditor_MaterialResource.png|800px|none]]
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{| class="wikitable"
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|-
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|More info on how resources work can be found here: [[Resources explanation]]
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|-
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|}
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{| class="wikitable"
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|-
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|More info on how to create a resource can be found here: [[My first: Resource]]
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|-
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|}

Latest revision as of 12:43, 2 October 2017

MaterialEditor.png


Description

With the material editor, you can create your very own materials.
Materials are used for a number of purposes, among which:

  • Status effect overlays (f.e. wet status)
  • Terrain layers
  • Effects
  • Decals


Components

MaterialEditor StepByStep.png

The material editor with each component numbered

The tag editor consists of the following components:

  1. Node graph toolbar
  2. List of available nodes
  3. Properties of the selected node
  4. Material preview


From editor to game

When saving a material in the editor, its game files get generated automatically.
While the editor file of the material can be found in your mod's data folder under "Data/Editor/Mods/YourMod/Assets/Materials",
the game files can be found at "Data/Public/YourMod/Assets/Materials"

To be able to use the material in-game, you'll have to make a material resource with the generated .lsb file from the Public folder as source.

MaterialEditor MaterialResource.png
More info on how resources work can be found here: Resources explanation
More info on how to create a resource can be found here: My first: Resource