Changing the default light editor save path
by Manoel Neto · in Torque Game Engine · 08/19/2005 (9:28 am) · 4 replies
Hi,
The light editor always saves light datablocks in starter.fps, but tries to load them from the current mod path. The result is that the light editor is mostly unusable unless your game folder is starter.fps.
In the previous LP editor (1.3), I managed to edit the scripts and make them save/load from inside our game folder, but LP 1.35 comes only with .DSO files, no .CS. Is there at least some sort of global variable to change the save path?
The light editor always saves light datablocks in starter.fps, but tries to load them from the current mod path. The result is that the light editor is mostly unusable unless your game folder is starter.fps.
In the previous LP editor (1.3), I managed to edit the scripts and make them save/load from inside our game folder, but LP 1.35 comes only with .DSO files, no .CS. Is there at least some sort of global variable to change the save path?
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#2
08/19/2005 (2:25 pm)
Ah, indeed, my scripts were outdated, and I had no sgDeployConfig.cs. Now it's perfect. Thanks for the promty support!
#3
sorry it seems that this directory doesn't longer exist : starter.fps /server/scripts/sgFilters/
Is it right ? So which path I have to set to $sgLightEditor::filterDBPath ????
09/26/2005 (7:12 am)
Hi John,sorry it seems that this directory doesn't longer exist : starter.fps /server/scripts/sgFilters/
Is it right ? So which path I have to set to $sgLightEditor::filterDBPath ????
#4
09/26/2005 (1:40 pm)
When you save a light or filter datablock the directory is automatically created.
Torque Owner John Kabus (BobTheCBuilder)
Make sure you have the latest Script Library update. Then open the file 'common/synapseGaming/contentPacks/lightingPack/sgDeployConfig.cs', and set '$sgLightEditor::lightDBPath' and '$sgLightEditor::filterDBPath' to your light and filter paths.
Let me know if this helps!
-John