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=== Step 1: Opening the Root Template Panel ===
=== 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]].
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=== Step 2: Creating a new root template ===
[[File:CreateScenery_Step1_CreateNewButton.png|none]]
<sub>The Create New button in the root template panel</sub>
Once we have the root template panel open, we can create a new root template by clicking the "Create New" button on the top left of the panel.
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Revision as of 10:05, 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.


Step 2: Creating a new root template

The Create New button in the root template panel


Once we have the root template panel open, we can create a new root template by clicking the "Create New" button on the top left of the panel.