Game Development Community

SGLights directory hard coded?

by James E. Spellman II · in Torque Game Engine · 05/18/2005 (7:49 am) · 3 replies

It seems that when creating new lights that the cs file is created in starter.fps/server/scripts/sgLights. My root directory is not starter.fps. Is this something that can be configured or is it hard coded in the sgo files?

#1
05/18/2005 (11:12 am)
Hi James,

You can edit the light datablock directory variables in either the file 'common/synapseGaming/contentPacks/lightingPack/sgDeployConfig.cs' or 'common/synapseGaming/contentPacks/sgDeploy.cs' (depending if you've applied the Lighting Pack Library update).

In the file you'll see the following lines:

$sgLightEditor::lightDBPath = "[b]starter.fps[/b]/server/scripts/sgLights/";
$sgLightEditor::filterDBPath = "[b]starter.fps[/b]/server/scripts/sgFilters/";

Just edit the 'starter.fps' to your mod name, make sure to copy any datablock files you've already created to the new directories, and your ready to go.

Let me know if this helps!

-John
#2
05/18/2005 (11:15 am)
John,

Would '~' be more appropriate for those config entries instead of hard coding them to starter.fps?

-Ron
#3
05/18/2005 (12:30 pm)
Torque's file object doesn't convert '~' into the main mod name, so you end up with the file in '.\~\server\...'. I very briefly looked into converting the file name before interacting with the file object, but ultimately opted for the current setup which allows you to move the directory anywhere you want (including a directory shared by all mods, which is very handy).