Interactable socket items

From Divinity Engine Wiki
Revision as of 15:23, 27 September 2017 by RvdBerg (talk | contribs) (Created page with "Interactable socket items are usually used for chairs, beds and any other object that change the position of a character. These usually exist out of 3D mesh, physics mesh and...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Interactable socket items are usually used for chairs, beds and any other object that change the position of a character. These usually exist out of 3D mesh, physics mesh and a position locator.
This guide will explain how we export these assets from 3DS Max and import them in the editor.

Setup

Layer

The name of your layer will be the name of your visual, so pick something logical. Inside this layer you could/should only have the following:

  • Your mesh(es), which is named <LayerName> or with multiple meshes <layername_(any addition that seems fit)>
  • Your physics mesh, which is named <LayerName>_phys or if you are using multiple physic meshes <LayerName_phys_01, _02, _03> etc.
  • A position dummy which is named Dummy_Pos or Dummy_Pos_001, 002, 003 etc. if you need multiple positions
  • A root dummy (if needed) which is named Dummy_<LayerName>


Even though it is not always needed, it would be best to follow the Larian naming conventions.

Physics

All interactable socket items should have a physics mesh, depending on what you can do with mesh depends on what type of physics you will need to use.

When you creating a move-able asset you must use kinematic physics, this type of physics needs to be convex preferably a box.

When you creating a static asset you must use static physics, this type of physics should to be convex but can be be concave.

All of these physics meshes can be either convex or concave, what does this mean?

  • Convex, any mesh that has no inward angles. This could be but is not excluded to: a box, a cylinder, a sphere or editable poly with no inward angles.
  • Concave, any mesh that has inward angles. This could be but is not excluded to: a torus, a tube or editable poly with inward angles.



Exporting

Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. When using multiple meshes in a single visual make sure they are linked to a dummy.
You do not have to export anything other then the visuals and physics. Unless you want to add animations and/or cloth.


Importing

Importing your visuals

Start by opening your Content Browser, now select the proper package you want to add your visual to.
Once selected add the resource by pressing the Add Resource button. Now you can choose to add your model or physics.
Once you added your files you can now find it in your content browser either by selecting the proper package and finding it or using the search bar at the top.


Adding resources

After importing all you resources it is time to add all of them together. To start, open your Content Browser.
Find your visual, double click it and a new window will open. You will start on the Materials tab, here you will see each of your meshes inside the exported visual.
Select the mesh you want to add the texture to, now find and select your texture in the Content Browser. Now you can add your texture by clicking the <- button.


Creating a root template

With all your resources imported and setup properly we can now add it all to a root template. The template is what you will actually use to place all of your combined visuals.
To make things easy whenever you want to create your template find something similar in the Root Template browser, right click it and select create new from selected.
This will prevent any extra work in the form of scripting, naming or checking any of the important features.

Once you create new from selected a new window will open called createObjectWizard here you can add the new Physics Resource ID and Visual Resource ID.
First select the resource in your Content Browser, now select the resource slot in the createObjectWizard. A ... button should appear on the right.
Now simply press the green arrow button and you are done. You might have noticed the naming of the template changed automatically to the name of the visual resource. You are allowed to change this if you want.