Editor Source Released?
by Chad J · in Torque X 2D · 02/01/2011 (12:31 pm) · 7 replies
As part of discontinuing the Torque X engine has Garage Games decided to release the source for the editor as well?
I am looking into picking up a license for the Torque X engine and am trying to gauge how well the community will be able to keep the product moving forward with XNA.
Thank you all for any information you can give me on this matter in addition to answering my question about the editor source.
I am looking into picking up a license for the Torque X engine and am trying to gauge how well the community will be able to keep the product moving forward with XNA.
Thank you all for any information you can give me on this matter in addition to answering my question about the editor source.
#2
02/02/2011 (9:45 am)
So does this mean I would have access to the editor source? I am looking at it from the viewpoint of being able to add features of my own as well.
#3
You see, when you write a component in C#, and put a tag on it such as [TorqueXmlSchemaType], the editor finds this class, and adds it to your array. So you don't really have to do anything, any type of object you want to create, can be created through this philosophy of adding components to objects.
IE: I want a car object.
step 1. Write a wheel component.
step 2. Write a control component etc.
step 3. Build.
step 4. Go to editor, and add components to your objects, so they have the proper behavior in game, save, and run your game.
There are tons of tutorial's and documentation on how to use the editor effectively.
02/02/2011 (11:37 am)
Probably not, and I don't think you would want to. Also, even if you got access to editor source, it you would first have to purchase T2D pro. I tried this route, already, and it didn't bare much fruit. Its better to use the editor thats already there, and add components to it.You see, when you write a component in C#, and put a tag on it such as [TorqueXmlSchemaType], the editor finds this class, and adds it to your array. So you don't really have to do anything, any type of object you want to create, can be created through this philosophy of adding components to objects.
IE: I want a car object.
step 1. Write a wheel component.
step 2. Write a control component etc.
step 3. Build.
step 4. Go to editor, and add components to your objects, so they have the proper behavior in game, save, and run your game.
There are tons of tutorial's and documentation on how to use the editor effectively.
#4
Thanks for responding. I guess I was hoping the editor source could help solve a few specific problems I've found with it while messing around with the demo version of the TorqueX engine and editor.
I don't remember the exact specifics of the issue, but I do remember it involved a List<CustomType> where CustomType was a type that I created and wanted to use the editor to populate into list. I worked around it by creating a csv file that I load when the game initializes to populate the lists. (Seems like it had something to do with the PathingComponent I wrote to create paths for the mobs in my game to follow when not in an attacking state.)
I was hoping to modify the editor code to make it so lists with custom types can be populated in the editor instead. Like I said, I found a way around it, but I would prefer level designers have the ability to create metadata in the editor instead. As it stands now they need to modify CSV files, custom files, or even worse hand edit the xml files generated by the editor.
02/02/2011 (12:36 pm)
Will, Thanks for responding. I guess I was hoping the editor source could help solve a few specific problems I've found with it while messing around with the demo version of the TorqueX engine and editor.
I don't remember the exact specifics of the issue, but I do remember it involved a List<CustomType> where CustomType was a type that I created and wanted to use the editor to populate into list. I worked around it by creating a csv file that I load when the game initializes to populate the lists. (Seems like it had something to do with the PathingComponent I wrote to create paths for the mobs in my game to follow when not in an attacking state.)
I was hoping to modify the editor code to make it so lists with custom types can be populated in the editor instead. Like I said, I found a way around it, but I would prefer level designers have the ability to create metadata in the editor instead. As it stands now they need to modify CSV files, custom files, or even worse hand edit the xml files generated by the editor.
#5
It works on the same principles as the XNA framework I believe, if it's serialize-able in XNA, then the editor will pick it up ;)
Hope this helps.
02/02/2011 (1:49 pm)
It does do lists with custom types.. The platformer starterkit is a good example of this.. just put a List<> as your parameter instead of just one variable, you get a red and green button, and you get to add lists of custom objects to your object, as each object will have it's public variables exposed. It works on the same principles as the XNA framework I believe, if it's serialize-able in XNA, then the editor will pick it up ;)
Hope this helps.
#6
I am going to have to look into this again when I have a little free time. It's possible that the reason I was having issues is because my custom type was a composite. Perhaps I simply needed to flatten out the data model a bit to make it easier for the editor to understand.
What I was doing: (pseudo-code)
class PathNode
public String owner
public Vector2 location
What I should have done:
class PathNode
public String owner
public float X
public float Y
I found that I could create a List<Vector2> and add elements to the list in the editor, but I could not create a List<PathNode> and add elements to it. I'll give it a go after work tonight and see if this solves my problem.
Thanks again.
02/02/2011 (2:13 pm)
Thanks for the information on this Will. I am going to have to look into this again when I have a little free time. It's possible that the reason I was having issues is because my custom type was a composite. Perhaps I simply needed to flatten out the data model a bit to make it easier for the editor to understand.
What I was doing: (pseudo-code)
class PathNode
public String owner
public Vector2 location
What I should have done:
class PathNode
public String owner
public float X
public float Y
I found that I could create a List<Vector2> and add elements to the list in the editor, but I could not create a List<PathNode> and add elements to it. I'll give it a go after work tonight and see if this solves my problem.
Thanks again.
#7
02/02/2011 (5:48 pm)
Hmm... should read vector2 just fine... not sure what the issue was.. For instance the T2DLightComponent has a list of lights, which have Vector3's.. lol, but the whole process does take work, to develope a workflow, you are right about that. I take it for granted, my projects usually go up to like 100 components, or something crazy.
Torque 3D Owner Will O-Reagan
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