Tutorial for adding functions to the Editor???
by William Trevino · in Torque Game Builder · 07/27/2011 (3:25 pm) · 6 replies
Are there any tutorials for adding functions/editors to the Editor? I have located the cs.ed files but haven't had any luck making any of my changes to the files populate to my editor... :(
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#2
07/28/2011 (7:09 am)
The editor is perhaps the most complex TorqueScript project to date. There are many facets to the various editor, with a lot of unique function calls and dynamic creation. As Ken asked, what is it that you want to achieve?
#3
1) I have developed a game Event manager so objects can update their content easily when something happen in the game (ex Princess Saved makes Guards vanish and towns people have different Dialog) I have the ability to toggle these EventKeys and then update the values from a popup but that is all in Game. Since I created all of this in Torque Script I feel like it should be possible (hopefully not hard) to migrate this to the editor itself.
2) (MIGHT BE A HARD ONE) On one of my projects the entire game is one giant empty scene. As you move around different zones objects are dynamically loaded/unloaded so the entire world appears as one giant map but is never a memory hog. As it stands now I have no ability to modify this level in editor and must do it all in game or by a little utility in java I came up with.
AGAIN I am not asking for help in actually doing these tasks I just want to have the ability to actually modify the torque scripts that make up the editor and as of now have had no luck even with the most simple of tasks like changing the display name "Scene View" to "Scene View TEST"
07/28/2011 (1:41 pm)
I have lots of tools I have developed inside of the game itself but would like to move them to the editor instead of having to run my game every time I wish to mess with the them. Most of these are for RPG style games.1) I have developed a game Event manager so objects can update their content easily when something happen in the game (ex Princess Saved makes Guards vanish and towns people have different Dialog) I have the ability to toggle these EventKeys and then update the values from a popup but that is all in Game. Since I created all of this in Torque Script I feel like it should be possible (hopefully not hard) to migrate this to the editor itself.
2) (MIGHT BE A HARD ONE) On one of my projects the entire game is one giant empty scene. As you move around different zones objects are dynamically loaded/unloaded so the entire world appears as one giant map but is never a memory hog. As it stands now I have no ability to modify this level in editor and must do it all in game or by a little utility in java I came up with.
AGAIN I am not asking for help in actually doing these tasks I just want to have the ability to actually modify the torque scripts that make up the editor and as of now have had no luck even with the most simple of tasks like changing the display name "Scene View" to "Scene View TEST"
#4
07/31/2011 (7:12 pm)
ok found out how to force windows 7 to work. I have to make a copy of the ed.cs file I want to update into a different directory. Then delete both the ed.cs and ed.cs.dso files. Then copy back my modified cs file to the original directory to get it to take any of my changes. A simple replace of the ed.cs file does nothing even though windows says it did an overwrite.
#5
I wondered why any crazy company would write a full editor using their own in-game engine. They are different things, games and IDEs, in my opinion, and why not just use wxWindows or Qt to write the editor?
But now I realize that a small game studio probably *would* add features to the editor that are specific to their game. So if that studio knows the game engine, perhaps they could more easily add to the editor.
I don't know if it's worked out that well, though.
@William - sounds trippy. Are you trying to edit things in the Program Files directory? I can't be of much help, but I can at least suggest making a copy of the entire game builder into your own projects directory and messing with it there.
It may also help a bit to know that, at some point, TGB copied itself into my "settings" directory (C:\Users\<you>\AppData\Roaming\GarageGames). Perhaps this copy is being run instead of yours. I'd be careful making changes to just such a directory because it will probably be overwritten.
07/31/2011 (7:56 pm)
Ah. This explains something I had wondered about. (sorry I'm hijacking your thread for a minute.)I wondered why any crazy company would write a full editor using their own in-game engine. They are different things, games and IDEs, in my opinion, and why not just use wxWindows or Qt to write the editor?
But now I realize that a small game studio probably *would* add features to the editor that are specific to their game. So if that studio knows the game engine, perhaps they could more easily add to the editor.
I don't know if it's worked out that well, though.
@William - sounds trippy. Are you trying to edit things in the Program Files directory? I can't be of much help, but I can at least suggest making a copy of the entire game builder into your own projects directory and messing with it there.
It may also help a bit to know that, at some point, TGB copied itself into my "settings" directory (C:\Users\<you>\AppData\Roaming\GarageGames). Perhaps this copy is being run instead of yours. I'd be careful making changes to just such a directory because it will probably be overwritten.
#6
I am actually very glad that the editor is in Torque Script since I load and save levels very different than the default engine so without the ability to change how the Load Scene/Save Scene worked most of my project would be hard to manage in TGB editor.
08/01/2011 (11:50 am)
Thanks for the input. I made a backup of the entire directory so I can always revert any of the mess ups I make. I have already been able to start migrating some of my custom code into the editor and hope the rest of the code goes just as smooth. :)I am actually very glad that the editor is in Torque Script since I load and save levels very different than the default engine so without the ability to change how the Load Scene/Save Scene worked most of my project would be hard to manage in TGB editor.
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