My first: Root template: Difference between revisions

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== Creating a root template ==
== Creating a root template ==
There are several types of root templates. The most important types are [[File:TemplateType_Character|30px]] characters, [[File:TemplateType_Item|30px]] items and [[File:TemplateType_Scenery|30px]] sceneries.
There are several types of root templates. The most important types are [[File:TemplateType_Character.png|30px]] characters, [[File:TemplateType_Item.png|30px]] items and [[File:TemplateType_Scenery.png|30px]] sceneries.


In this tutorial, we will be creating a new scenery type root template. Sceneries are simple, static objects, such as trees and rocks.
In this tutorial, we will be creating a new scenery type root template. Sceneries are simple, static objects, such as trees and rocks.


To create a new root template, we first need to open up the [[File:RootTemplatePanel_Icon|30px]] [[Root template panel]].
To create a new root template, we first need to open up the [[File:RootTemplatePanel_Icon.png|30px]] [[Root template panel]].

Revision as of 09:58, 15 September 2017

Description

Root templates are the building blocks of Divinity: Original Sin 2. Every entity in the game, from candle holders to monsters, and even the player character itself, is an instance of a root template.

Objects in levels are most commonly local templates. Local templates are instances of root templates that have been placed in a level.

When local templates are made global, they become global templates. Global templates exist across levels in a project.

To summarize:

  • Root templates define a placeable entity
    • Local templates are instances of root templates placed in a level
    • Global templates are local templates that exist across multiple levels (such as origin characters)


Creating a root template

There are several types of root templates. The most important types are characters, items and sceneries.

In this tutorial, we will be creating a new scenery type root template. Sceneries are simple, static objects, such as trees and rocks.

To create a new root template, we first need to open up the Root template panel.