Remotely edit
by Alfio Saitta · in Torque 3D Professional · 03/11/2010 (4:17 am) · 3 replies
How do i edit my world remotely using the World Editor? I would like to edit the world by some people in multiplayer mode.
If you open the World Editor from the client side, the window of the inspector show only the file structure of a different level to load.
If you open the World Editor from the client side, the window of the inspector show only the file structure of a different level to load.
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#2
Assuming that this is true. How do i explain to the client some of the objects of the map?
With this method i could edit them using scripted gui and send the changes to the server as commands.
03/11/2010 (7:17 am)
Remember that with TGEA 1.8.1 could perform transactions with WorldEditor remotely without any problems.Quote:Only the server machine can make edits while hosting a multiplayer game.
Assuming that this is true. How do i explain to the client some of the objects of the map?
With this method i could edit them using scripted gui and send the changes to the server as commands.
#3
Some things probably would be more difficult than others, but a basic interface for selecting, moving, deleting, and adding objects doesn't seem too bad. Getting data back from the server to fill out inspector forms would take a little more work, but again, it's doable.
I believe editor-style creation of most if not all objects does ghost correctly over the network. Terrain edits do not, but there are numerous resources explaining how to make this work.
This is basically more of a time investment than an actual difficult challenge. You also may run into some concerns with the licensing, as you're not really supposed to be giving your end users the game's editors. I don't think a simplified client-side interface for just adding/moving/deleting would be an issue, though.
03/11/2010 (10:55 am)
It wouldn't be that difficult to expose most of the editor functions to servercommands, allowing clients to execute them over a network connection, then build a "client editor" GUI based on the server editor GUI that calls these client->server commands instead of the normal direct editor functions.Some things probably would be more difficult than others, but a basic interface for selecting, moving, deleting, and adding objects doesn't seem too bad. Getting data back from the server to fill out inspector forms would take a little more work, but again, it's doable.
I believe editor-style creation of most if not all objects does ghost correctly over the network. Terrain edits do not, but there are numerous resources explaining how to make this work.
This is basically more of a time investment than an actual difficult challenge. You also may run into some concerns with the licensing, as you're not really supposed to be giving your end users the game's editors. I don't think a simplified client-side interface for just adding/moving/deleting would be an issue, though.
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