[Beta 4 Bug] Removal of COLLADA files for publishing; using CACHED.DTS instead
by Tobias B. · in Torque 3D Professional · 07/30/2009 (12:48 am) · 3 replies
Hi,
I have a short question: Imagine one day T3D is finished and people start publishing their games. The COLLADA DAE models are given away with the game and anyone would be able to get, modify and reuse the COLLADA models. Maybe a game publisher would like to avoid that. As far as I got it, T3D just uses the auto-generated DTS models after they have been generated. I tried to remove the DAE-file, but then T3D complains and doesn't show the models.
Maybe it makes sense that the engine manages missing DAE files and uses the cached.DTS instead?
Thanks for comments.
I have a short question: Imagine one day T3D is finished and people start publishing their games. The COLLADA DAE models are given away with the game and anyone would be able to get, modify and reuse the COLLADA models. Maybe a game publisher would like to avoid that. As far as I got it, T3D just uses the auto-generated DTS models after they have been generated. I tried to remove the DAE-file, but then T3D complains and doesn't show the models.
Maybe it makes sense that the engine manages missing DAE files and uses the cached.DTS instead?
Thanks for comments.
#2
GG: Will the code make it into the next versions? Or do we have to manage that manually in the future?
07/31/2009 (6:13 am)
A solution was posted there. Including code.GG: Will the code make it into the next versions? Or do we have to manage that manually in the future?
#3
09/01/2009 (2:51 am)
A version of this code will be in the next version. ie. the cached DTS will load even if the DAE is not present. This remains true even if collada support is not compiled into the engine (by undefining TORQUE_COLLADA).
Torque Owner TheGasMan
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