Game Development Community

Use extra scene for templates

by AIDan · in Torque X 3D · 05/19/2009 (4:50 am) · 6 replies

Is it possible two put all templates in an extra scene and load that as well?
Is it possible to let a template inherit from another one?

Another question also, can I use the Persistent flag for that so I simply load all the template scenes one after another before loading the actual level?

#1
05/21/2009 (6:43 am)
It turned out that this can actually achieved quite easily by refactoring the game manager to work with a list of levels instead of a single string. Took me about 10 minutes to get that working.

But of course all this is useless if the editor will not support it...
#2
05/21/2009 (11:28 am)
The editor will only load one scene at a time. It would be nice to have the editor to clearly mark template objects so they can be distinguished from normal game objects.

John K.
www.envygames.com
#3
05/21/2009 (11:35 am)
The problem that I see is when you want to use the same templates in multple levels. Here is the way I treat it at the moment:

List<string> levelsToLoad= new List<string>();
levelsToLoad.Add("_base"); // player camera, object types, rigid manager, etc.
levelsToLoad.Add("_materials"); // the materials used by objects
levelsToLoad.Add("_weapons"); // the weapon templates
levelsToLoad.Add("sector01"); // the actual map with the sky, sun and level objects

_gameManager.StartGame(SceneLoader, levelsToLoad.AsReadOnly());


I don't think that the editor must be able to edit all levels at the same time but at least it should be able to load them so it has all the stuff available. The problem here is the mixture of data files and actual levels.
#4
05/21/2009 (1:39 pm)
So you would edit one level at a time, right? Not necessarily load all levels at once and have a drop list of which scene is currently being edited. I see the problem. The editor tries to be helpful and make sure that each saved level has a camera attached to it. This is not a good thing when you want multiple levels composited together.

John K.
www.envygames.com
#5
05/21/2009 (1:47 pm)
Maybe a solution would be to be able to state references in a level. You only load one level and have only one you edit. All levels referenced will be loaded but cannot be edited.

Or maybe you split them into txscene and txdata files. Then the editor handles them separately. Only the txscene can be edited in the viewport, but you edit objects from the data files using the assets browser. Maybe it even groups them directly depending on which file they are from.

I just think that a solution for this problem is needed. It is too much work to maintain all copies of the same objects in all maps all the time. You will get errors because in one level the object was up-to-date in the other it was not.
#6
05/21/2009 (5:00 pm)
If you get the editor when you purchase a source license for TX3D, why don't you get the source to it too?