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 ;)
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 ;)
#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
What your probably running into is that in many places the code expects a full path to things like this:
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.
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.
Torque Owner Martin de Richelieu