Difference between revisions of "Material editor"
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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. | 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" | ||
+ | |- | ||
+ | |More info on how resources work can be found here: [[Resources explanation]] | ||
+ | |- | ||
+ | |} | ||
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+ | {| class="wikitable" | ||
+ | |- | ||
+ | |More info on how to create a resource can be found here: [[My first: Resource]] | ||
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+ | |} |
Latest revision as of 12:43, 2 October 2017
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
The material editor with each component numbered
The tag editor consists of the following components:
- Node graph toolbar
- List of available nodes
- Properties of the selected node
- 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.
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 |