Difference between revisions of "Modding: Local objects"

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(Created page with "Root templates are ready-to-place objects. They consist of several resources and other settings depending on the type of root.<br /> A character, for example, has a visual res...")
 
m (Protected "Modding: Local objects" ([Edit=⧼protect-level-larianeditonly⧽] (indefinite) [Move=⧼protect-level-larianeditonly⧽] (indefinite)))
 
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Root templates are ready-to-place objects. They consist of several resources and other settings depending on the type of root.<br />
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When opening an existing level, you'll see it's filled with already placed items, characters,...<br />
A character, for example, has a visual resource (model), a physics resource, a set walking speed, a name,...<br />
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Seeing all these local objects sitting around, might give you the urge to start adjusting things to better suit your liking.<br />
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And you certainly can!<br />
  
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To modify an existing object, simply press the sidebar's edit button ([[File:Checkout.png | 32px]]) or press ''"Open for Edit..."'' in the level's right-click menu.<br />
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|More info on how root templates work can be found here: [[Templates explanation]] and here: [[My first: Root template]]
 
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|For more info on the root template panel, where you'll be managing root templates, check this page: [[Root template panel]]
 
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<br />
 
  
To modify an existing root template, simply press the sidebar's edit button ([[File:Checkout.png]]) or press ''"Open for Edit..."'' in the root template panel's right-click menu.<br />
 
  
== Identifying modded root templates ==
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== Identifying modded local objects ==
  
A modded root template is marked blue in the root template panel.<br />
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We have two view modes in the left vertical toolbar to help you with identifying already modded and still-to-mod objects:
To quickly filter root templates, you can press the project filter button ([[File:RootFilter.png]]) to show only root templates from your project.
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* [[File:ToggleInherited.png|32px]]: Use the ''Inherited'' overlay to mark all objects that already existed and aren't modified yet.
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* [[File:ToggleOverriden.png|32px]]: Use the ''Overriden'' overlay to mark all objects that already existed and you already changed.
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== Deleting inherited objects ==
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There's one limitation to all that power: original data is kept intact, so you can't simply start removing items!<br />
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All removed items will be restored to their original state on a reload.<br />
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If you do have the urge to remove certain things from a level, you can just move them to some forgotten corner where no player will ever come... rest in peace, unwanted items. We'll never forget you.

Latest revision as of 12:12, 2 October 2017

When opening an existing level, you'll see it's filled with already placed items, characters,...
Seeing all these local objects sitting around, might give you the urge to start adjusting things to better suit your liking.
And you certainly can!

To modify an existing object, simply press the sidebar's edit button (Checkout.png) or press "Open for Edit..." in the level's right-click menu.


Identifying modded local objects

We have two view modes in the left vertical toolbar to help you with identifying already modded and still-to-mod objects:

  • ToggleInherited.png: Use the Inherited overlay to mark all objects that already existed and aren't modified yet.
  • ToggleOverriden.png: Use the Overriden overlay to mark all objects that already existed and you already changed.

Deleting inherited objects

There's one limitation to all that power: original data is kept intact, so you can't simply start removing items!
All removed items will be restored to their original state on a reload.
If you do have the urge to remove certain things from a level, you can just move them to some forgotten corner where no player will ever come... rest in peace, unwanted items. We'll never forget you.