Difference between revisions of "My first: Root template"
m |
m |
||
Line 17: | Line 17: | ||
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. | ||
+ | <br /> | ||
+ | === Step 1: Opening the Root Template Panel === | ||
To create a new root template, we first need to open up the [[File:RootTemplatePanel_Icon.png|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 10:59, 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.
Step 1: Opening the Root Template Panel
To create a new root template, we first need to open up the Root template panel.