Difference between revisions of "Entity types"
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(Removed individual trigger types, as they are now all explained on the Triggers page) |
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The editor allows you to create global, root or local templates of the following entity types: | The editor allows you to create global, root or local templates of the following entity types: | ||
− | * '''Items''' | + | * [[File:TemplateType_Item.png|32px]] '''Items''' |
− | ** | + | ** [[File:TemplateType_Item.png|32px]] Interactable |
**: Interactible items are items that can be manipulated in game. | **: Interactible items are items that can be manipulated in game. | ||
**: Examples of interactible are armors, weapons, destructibles (such as barrels), loot containers (such as chests) and traps. | **: Examples of interactible are armors, weapons, destructibles (such as barrels), loot containers (such as chests) and traps. | ||
− | ** Scenery | + | ** [[File:TemplateType_Scenery.png|32px]] Scenery |
**: Scenery items are items that are part of the static scenery in the game world, and are mainly used for decoration. The distinction between sceneries and interactibles exists for performance reasons, so it is recommended that you make sure item templates are the correct type. | **: Scenery items are items that are part of the static scenery in the game world, and are mainly used for decoration. The distinction between sceneries and interactibles exists for performance reasons, so it is recommended that you make sure item templates are the correct type. | ||
**: Examples of scenery items are tents, trees, pillars and rocks. | **: Examples of scenery items are tents, trees, pillars and rocks. | ||
− | * '''Characters''' | + | * [[File:TemplateType_Character.png|32px]] '''Characters''' |
*: Characters are AI or player controlled entities such as animals, guards and vendors. | *: Characters are AI or player controlled entities such as animals, guards and vendors. | ||
− | * '''Triggers''' | + | * [[File:TemplateType_Trigger.png|32px]] '''Triggers''' |
− | *: Triggers are entities that effect an area. Triggers are commonly used for scripted events such as traps, but can be used for much more | + | *: [[Triggers]] are entities that effect an area. Triggers are commonly used for scripted events such as traps, but can be used for much more. |
− | + | * [[File:TemplateType_Light.png|32px]] '''Lights''' | |
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*: Lights are entities that emit light. | *: Lights are entities that emit light. | ||
** Point Light | ** Point Light | ||
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** Spot Light | ** Spot Light | ||
**: An entity that casts light in one direction | **: An entity that casts light in one direction | ||
− | * '''Light Probes''' | + | * [[File:TemplateType_LightProbe.png|32px]] '''Light Probes''' |
*: Light probes are used for global illumination. | *: Light probes are used for global illumination. | ||
− | * '''Prefabs''' | + | * [[File:TemplateType_Prefab.png|32px]] '''Prefabs''' |
*: A prefab is a collection of entities, and is used to speed up decoration. | *: A prefab is a collection of entities, and is used to speed up decoration. | ||
− | * '''Wall Construction''' | + | * [[File:TemplateType_WallContruction.png|32px]] '''Wall Construction''' |
*: A wall construction can be used to create houses and other structures. | *: A wall construction can be used to create houses and other structures. | ||
− | * '''Decals''' | + | * [[File:TemplateType_Decal.png|32px]] '''Decals''' |
*: Decals are 2D textures that are projected onto 3D objects. | *: Decals are 2D textures that are projected onto 3D objects. | ||
− | * '''Splines''' | + | * [[File:TemplateType_Spline.png|32px]] '''Splines''' |
*: Splines are sets of control points that can be followed by entities. | *: Splines are sets of control points that can be followed by entities. | ||
*: Example uses for splines are cinematic camera movement and guard patrol paths. | *: Example uses for splines are cinematic camera movement and guard patrol paths. | ||
− | * '''Dummies''' | + | * [[File:TemplateType_Dummy.png|32px]] '''Dummies''' |
− | * '''Projectiles''' | + | * [[File:TemplateType_Projectile.png|32px]] '''Projectiles''' |
− | * '''Surfaces''' | + | * [[File:TemplateType_Surface.png|32px]] '''Surfaces''' |
− | * '''References''' | + | *: Surface cell templates. Surfaces will spawn these entities where they are applied. |
− | * '''Level Templates''' | + | * [[File:TemplateType_Reference.png|32px]] '''References''' |
+ | * [[File:TemplateType_LevelTemplate.png|32px]] '''Level Templates''' | ||
*: Level templates are entities that stream other levels into your level. This is useful when working on larger levels and eliminates the need for zoning (load screens) in between areas. | *: Level templates are entities that stream other levels into your level. This is useful when working on larger levels and eliminates the need for zoning (load screens) in between areas. | ||
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Latest revision as of 16:22, 14 October 2017
The editor allows you to create global, root or local templates of the following entity types:
- Items
- Interactable
- Interactible items are items that can be manipulated in game.
- Examples of interactible are armors, weapons, destructibles (such as barrels), loot containers (such as chests) and traps.
- Scenery
- Scenery items are items that are part of the static scenery in the game world, and are mainly used for decoration. The distinction between sceneries and interactibles exists for performance reasons, so it is recommended that you make sure item templates are the correct type.
- Examples of scenery items are tents, trees, pillars and rocks.
- Interactable
- Characters
- Characters are AI or player controlled entities such as animals, guards and vendors.
- Triggers
- Triggers are entities that effect an area. Triggers are commonly used for scripted events such as traps, but can be used for much more.
- Lights
- Lights are entities that emit light.
- Point Light
- An entity that casts light in all directions
- Spot Light
- An entity that casts light in one direction
- Light Probes
- Light probes are used for global illumination.
- Prefabs
- A prefab is a collection of entities, and is used to speed up decoration.
- Wall Construction
- A wall construction can be used to create houses and other structures.
- Decals
- Decals are 2D textures that are projected onto 3D objects.
- Splines
- Splines are sets of control points that can be followed by entities.
- Example uses for splines are cinematic camera movement and guard patrol paths.
- Dummies
- Projectiles
- Surfaces
- Surface cell templates. Surfaces will spawn these entities where they are applied.
- References
- Level Templates
- Level templates are entities that stream other levels into your level. This is useful when working on larger levels and eliminates the need for zoning (load screens) in between areas.