Game Development Community

Feature request: ScatterSky settings load and save "presets"

by James Brad Barnette · in Torque 3D Professional · 07/24/2009 (8:08 am) · 5 replies

it would be really nice if once you get the scatter sky the way you liked it you could save the setting as a preset that way when you are working on another level you can just drop in the sky and load the preset and they will match exactly.

#1
07/24/2009 (8:22 am)
Copy/Paste the info from one .mis file to another.

Not exactly a high-tech solution I know ...
#2
07/24/2009 (8:28 am)
Ive thrown this idea at GG a few times now over the years, no idea if anyone's looked into it, but really this idea would be good for anything in the mission editor since a user is likely to reuse elements and items over and over again (hey just look at Legions and Lore).

ie) Save out a simgroup you have setup of a set of buildings, particle nodes, triggers, SFX emitters and lights so you can resuse it elsewhere in the level or on another level.

But really a simple version on a per-datablock basis like James has suggested would be good, or a more advanced "create modules" like I suggested would work too. Either way it would make the tools even more productive and thats what good game development applications need.
#3
07/24/2009 (8:50 am)
@Logan: what you described is how a "prefab" system would work. I had to hack up something like that in a past project, where I had to "build" units that were made of multiple models, triggers and markers. A proper interface to edit and instance those would be a godsend.
#4
07/24/2009 (9:59 am)
Anyone remember the Environment Package Save/Load System resource by Michael Perry? Shouldn't be that hard to do something similar for Torque 3D.

A "prefab" system isn't that difficult either, it's the interface for non-coders that would be the hard part.
#5
07/25/2009 (10:19 pm)
We first discussed doing a prefab system for Torque 3D like a year ago when Sickhead started working on the project. We just have so many other things that have taken higher priority.

Ideally we'll see one in T3D 1.1.