Game Development Community

[Bug] Verve Editor Scripts Missing

by Joseph W. · in Verve · 06/08/2010 (1:27 pm) · 4 replies

Looking at my console today and noticed these:

Missing file: tools/VerveEditor/Scripts/Groups/VSpawnSphereGroup.cs!
Missing file: tools/VerveEditor/Scripts/Tracks/VSpawnSphereSpawnTargetTrack.cs!
Missing file: tools/VerveEditor/Scripts/Events/VSpawnSphereSpawnTargetEvent.cs!
Missing file: tools/Controller/main.cs!
Missing file: tools/Events/main.cs!
Missing file: tools/Groups/main.cs!
Missing file: tools/Inspector/main.cs!
Missing file: tools/Fields/main.cs!
Missing file: tools/Tracks/main.cs!
Missing file: tools/Torque/main.cs!

The first three are easy to see why:

/VerveEditor/Scripts/Groups/main.cs is exec( "./VSpawnSphereGroup.cs" ); which is not there.
/VerveEditor/Scripts/Tracks/main.cs is exec( "./VSpawnSphereSpawnTargetTrack.cs" ); which is not there.
/VerveEditor/Scripts/Events/main.cs is exec( "./VSpawnSphereSpawnTargetEvent.cs" ); which is not there.

Since the SpawnSphere is a new feature and doesn't have any docs on it I'm not sure if these are just placeholders till you fill in the code, just making sure something wasn't left out.

The rest of them however is actually caused by how T3D loads its editors, it recursively looks through the /tools/ folder and digs down further than just the initial directory which causes it to try and load what it considers additional "editors".

I see what your doing with the main.cs as a way to easily add exec on a per folder bases possibly making organization a little easier, however it might be more in line with other editors if Verve just loaded everything through its initial main.cs and did away with the other main.cs files; just an idea.

#1
06/08/2010 (3:15 pm)
Dang! Thanks Joseph. I must have missed those files in the upload. I'll upload the files and post them on my site while I get a new build packaged up and sent to IA.

Thanks mate!
#2
06/09/2010 (5:32 am)
Can you give us a link when you get them up on your site? Also I know you have mentioned redoing your website and the docs, any ETA on when you plan on doing that or is still a work in progress?

Thanks a lot.
#3
06/09/2010 (4:34 pm)
Here is the link to to the script files:
www.violent-tulip.com/public-dl/VerveEditor.zip

As for the updated website, I've put up a development site to test my work on:
www.violent-tulip.com/dev/

I'm pretty happy with it so far. If you have any requests for tutorials or additional documentation, fire them my way!
#4
06/09/2010 (6:08 pm)
Here is a list of some tutorials I'd like to see:

Two VPaths, Two Cameras and how to properly switch from one to the other (or maybe there is some easier way to produce the same effect) possibly use a transition to hide the sharp cut.

Also, with regards the Director Track and maybe this is why I am having issues with getting the above scenario to work. When I add the DirectorTrack and attach the first Camera it doesn't appear like I can add a new Event into the DirectorTrack to attach the second camera (thus being able to place a transition between the two). What happens is the DirectorTrack Event I do add fills in the whole duration of the sequence and there is no way to add one additional Cameras.

A good way of having the sequence "create" the objects for me without a need to have all the objects in the level at once. I think this is what spawnsphere is for so it might be useful for you to just document this feature. On this same note, it these objects need to be added to the missionCleanup to make sure they are not saved with a level during editing.

Would be very nice if PostFX events would render on screen during sequence playing/editing they don't "appear" to be doing anything but maybe my post effects are not working correctly (maybe it would be a good idea to include some kind of basic PostFX editing scripts with Verve ala AfterEffects type stuff)

Anyways that is some of my ideas for you.

Thanks for the links, I will download them soon.