Difference between revisions of "My first..."
(→Item) |
(→Item) |
||
Line 35: | Line 35: | ||
* Iteractable Items (Chairs, Beds, Levers, Doors etc) | * Iteractable Items (Chairs, Beds, Levers, Doors etc) | ||
* Weapons | * Weapons | ||
− | |||
To create items you will need some 3d modelling and texturing skills. <br /> | To create items you will need some 3d modelling and texturing skills. <br /> | ||
In the editor 3d models are saved as granny files .GR2 <small>more info on granny 3d [http://www.radgametools.com/granny.html here]</small> <br /> | In the editor 3d models are saved as granny files .GR2 <small>more info on granny 3d [http://www.radgametools.com/granny.html here]</small> <br /> |
Revision as of 10:57, 12 September 2017
Contents
Base elements
Everything in the divinity engine needs one or more base elements. See these elements as building blocks for the final object.
There are generally two big building blocks: resources and root templates.
Resources are base elements that represent a specific type of data, such as a texture, or a model.
Root templates are built up of resources. They represent a base template of a certain object you can place, such as a character or a chair.
Take for example a chair. A chair needs:
- A visual model resource
- Texture resource
- A physics model resource
- A root template grouping all the resources into the specific chair you want.
More info on how resources work can be found here: Resources explanation |
More info on how templates work can be found here: Templates explanation |
Resource
Root template
Full elements
Item
There are different types of Items you can create:
- Scenery (Rocks, Plants, Trees, Shelves etc.)
- Lootable items (Shells, plates, food, gems etc)
- Iteractable Items (Chairs, Beds, Levers, Doors etc)
- Weapons
To create items you will need some 3d modelling and texturing skills.
In the editor 3d models are saved as granny files .GR2 more info on granny 3d here
The textures are saved as DirectDraw Surface .dds files more info on dds here