Difference between revisions of "Material editor"

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(Created page with "800px|center <br /> == Description == The tag editor lets you edit the tags in your mod, which can then be added to items and characters for scripting...")
 
m (Protected "Material editor" ([Edit=⧼protect-level-larianeditonly⧽] (indefinite) [Move=⧼protect-level-larianeditonly⧽] (indefinite)))
 
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[[File:TagEditor.png|800px|center]]
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[[File:MaterialEditor.png|1000px|center]]
  
 
<br />
 
<br />
 
== Description ==
 
== Description ==
The tag editor lets you edit the tags in your mod, which can then be added to items and characters for scripting purposes.
+
With the material editor, you can create your very own materials.<br />
 +
Materials are used for a number of purposes, among which:
 +
* Status effect overlays (f.e. wet status)
 +
* Terrain layers
 +
* Effects
 +
* Decals
  
 
<br />
 
<br />
 
== Components ==
 
== Components ==
[[File:TagEditor StepByStep.png|800px|none]]
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[[File:MaterialEditor StepByStep.png|1400px|none]]
<sub>The tag editor with each component numbered</sub>
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<sub>The material editor with each component numbered</sub>
  
 
The tag editor consists of the following components:
 
The tag editor consists of the following components:
# [[#Name|Name]] column
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# Node graph toolbar
# [[#Categories|Categories]] column
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# List of available nodes
# [[#Description|Description]] column
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# Properties of the selected node
# [[#Module|Module]] column
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# Material preview
# [[#Tooltip Key|Tooltip key]] column
 
# [[#Tooltip|Tooltip]] column
 
# [[#Tags|Tags]]
 
# [[#Filtering|Filter]]
 
  
 
<br />
 
<br />
=== Tags ===
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=== From editor to game ===
Each row in the Tag Editor grid defines a tag. Greyed out tags are not editable, likely because they are in another project.
 
  
To add custom tags in your own project, scroll all the way down and define your tag in the empty row at the bottom. A new empty row is added each time you finish adding a tag.
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When saving a material in the editor, its game files get generated automatically.<br />
 +
While the editor file of the material can be found in your mod's data folder under "Data/Editor/Mods/YourMod/Assets/Materials",<br />
 +
the game files can be found at "Data/Public/YourMod/Assets/Materials"<br />
  
To delete a custom tag, simply select the row in which it is defined and hit "Delete" on your keyboard.
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To be able to use the material in-game, you'll have to make a material resource with the generated .lsb file from the Public folder as source.
  
<br />
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[[File:MaterialEditor_MaterialResource.png|800px|none]]
=== Columns ===
 
==== Name ====
 
The "Name" column specifies the access key of this tag. The name must be unique.
 
 
 
<br />
 
==== Categories ====
 
The "Categories" column specifies the categories (or type) of the tag. To edit the categories, click the "Edit" button on the right of the cell.
 
  
<br />
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{| class="wikitable"
==== Description ====
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|-
 +
|More info on how resources work can be found here: [[Resources explanation]]
 +
|-
 +
|}
  
<br />
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{| class="wikitable"
==== Module ====
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|-
The "Module" column specifies the project of the tag. You can only edit tags in your current module. Tags from other modules can be [[#Filtering|filtered]] out of the grid.
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|More info on how to create a resource can be found here: [[My first: Resource]]
 
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|-
<br />
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|}
==== Tooltip Key ====
 
The "Tooltip Key" column specifies the key for the tag tooltip. By default, this is set to tagkey_{TagName}. When tags are saved, a [[Translated string key editor|translated string key table]] is automatically generated for your tags.
 
 
 
<br />
 
==== Tooltip ====
 
The "Tooltip" column shows the content of the generated translated string (see [[#Tooltip Key|Tooltip Key]]).
 
 
 
<br />
 
=== Filtering ===
 
There are two options for filtering tags:
 
 
 
* Hide inherited tags
 
*: Check this option to hide all greyed out tags
 
* Filter
 
*: You can type in the filter textbox to filter tags by name
 
 
 
<br />
 
== Assigning tags ==
 
[[File:TagsProperty.png|none]]
 
<sub>The tags property on a (local) character template</sub>
 
 
 
 
 
To assign a property, first open the [[#Sidebar|sidebar]] and select the local- or roottemplate you want to assign a tag to. Find the "Tags" property and open the custom editor by clicking the [...] button in the property's value column.
 
 
 
<br />
 
[[File:TagsAssign_StepByStep.png|none]]
 
<sub>The Tags property assign window with each component numbered</sub>
 
 
 
 
 
Then, assign your tag in the custom tag property editor. The tag property editor has the following components:
 
# Tag Dropdown
 
#: In the dropdown you can find all assignable tags
 
# Add button
 
#: Once you have your tag selected in the tag dropdown, you can add it by clicking the Add button
 
# Assigned tags list
 
#: In the assigned tags list you can find all tags that the template has assigned.
 
 
 
 
 
You can also remove tags by selecting them and pressing the Remove (-) button.
 
 
 
On local templates, you can view tags inherited from the root template in the "Inherited from root" list.
 
 
 
<br />
 

Latest revision as of 13:43, 2 October 2017

MaterialEditor.png


Description

With the material editor, you can create your very own materials.
Materials are used for a number of purposes, among which:

  • Status effect overlays (f.e. wet status)
  • Terrain layers
  • Effects
  • Decals


Components

MaterialEditor StepByStep.png

The material editor with each component numbered

The tag editor consists of the following components:

  1. Node graph toolbar
  2. List of available nodes
  3. Properties of the selected node
  4. Material preview


From editor to game

When saving a material in the editor, its game files get generated automatically.
While the editor file of the material can be found in your mod's data folder under "Data/Editor/Mods/YourMod/Assets/Materials",
the game files can be found at "Data/Public/YourMod/Assets/Materials"

To be able to use the material in-game, you'll have to make a material resource with the generated .lsb file from the Public folder as source.

MaterialEditor MaterialResource.png
More info on how resources work can be found here: Resources explanation
More info on how to create a resource can be found here: My first: Resource