Game Development Community

Item categories in world/mission editor

by Philip Bloom · in Torque Game Engine · 03/22/2005 (7:31 am) · 7 replies

I'm trying to organize the item list for my game and am wondering if there's a way to create subfolders/categories so that I can get it in the editor in the form of:

Game Items
|---Level 1
| |---level 1 item 1
| |---level 1 item 2
|---Level 2
|---Level 3
etc

I suspect this is easy, but haven't spotted it yet. Any suggestions?

#1
03/22/2005 (7:41 am)
Philip,
One way to do it is to organize them folder-wise.

Go into the example/starter.fps/data/shapes folder and create your subcategories. Then launch TGE and you'll see the same tree in the World Editor under Static Shapes.

Nick
#2
03/22/2005 (7:56 am)
@Philip
Are you talking about the bottom pane of the World Editor Creator or the top pane of the mission editor?

EDIT: After looking at your post again it appears you are talking about the world editor creator lower pane, so just follow Nick's advice :)
#3
03/22/2005 (8:13 am)
Nick:

Thanks. Trying that now.
#4
03/22/2005 (9:02 am)
Doesn't seem to work with items as it works with static shapes. Any suggestions that works with items and how they're defined in script?
#5
04/05/2005 (8:25 am)
Last attempt. Anyone know how to do that?
#6
04/05/2005 (2:04 pm)
Sure just create items that are inherited from other items...
For instance if you look at any of the Weapons for instance CrossBow, you will see that it inherits from the Weapon Class.

If you look at it in the mission editor you will find it listed under the Weapons category.

Now if you create an UberCrossbow using the Crossbow class, you will see that it under Weapons->CrossBow->UberCrossbow

Enjoy!
#7
04/08/2005 (6:47 am)
Thanks, trying it out.