Game Development Community

Custom folders/paths?

by Kaya Dogan · in Torque Game Engine · 04/20/2006 (11:38 pm) · 4 replies

We are currently working on an RPG-project. To keep the root folder as clean as possible, I want to change the folder-system. There are usually common, creator and (in our case) base and override in the exe's root folder.
What I want to do is the following structure:

exe's root
|
|___ Override
|
|___ GameData -> common -> creator
|___ GameData -> base

The problem is, that Torque won't accept this system so far...I tried to change the ModPaths for example, but the logfile says that Torque is unable to find some script files/functions/packages and/or that the paths aren't valid. Is there any way to make Torque do what I want it to do? :)

Second question...about the Override-folder (which should contain user-created mods later on)...do I have to load main.cs from GameData/base before Override/main.cs? Folder-organization can be difficult ;)

#1
04/21/2006 (1:28 am)
If you are working from scratch you can employ any structure you want. We are doing this for our project and have no problems. You should keep in mind that most resources here on the site is using the stock Torque so you prob will need to modify these to work with our setup.
#2
04/21/2006 (10:22 am)
Hmmm...okay...but the 'common' and 'creator' folders don't work in a different location than the exe's root path. I guess I need to modify them somehow?
#3
05/08/2006 (12:15 am)
Yes and you prob need to mod a lot of paths. I haven't done that myself though so I can't tell you what you need to modify.
#4
05/08/2006 (12:30 am)
@Kaya - Well if you don't plan to ship your final game with the creation tools, then you can just keep creator in the default location for now and remove the folder when you ship.

What your probably running into is that in many places the code expects a full path to things like this:

exec("common/editor/ParticleEditor.gui");

// or

if(!isObject(SomeProfile)) new GuiControlProfile (SomeProfile)
{
   borderColor = "0 0 0";
   bitmap = "common/ui/darkScroll";
};

// or

if (strStr(%file, "common/") == -1)
   SM_missionList.addRow(%i++, getMissionDisplayName(%file) @ "\t" @ %file );

In all these cases the script is expecting common in the root folder.

My suggestion is to fix one at a time. Leave creator where it is and move common. Then do a search thru the script and C++ code for....

"common/

... fixing each instance. There may be other cases, but you get the idea.