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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Mon Apr 30, 2007 12:47 am Post subject: Need to get scene name and file |
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For the NuXporter, I would like getting the scene name and the scene file path through the XML API. |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Sun May 13, 2007 4:15 am Post subject: |
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... wind ... tumbleweeds ... |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun May 13, 2007 6:27 am Post subject: |
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Gee, another post I missed... Will work on this one a.s.a.p!
Do you mean the scene filename or the name as found in the scene properties? I assume the latter when also assuming the scene file path contains the filename already. |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Sun May 13, 2007 8:19 pm Post subject: |
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I want to get both :-) |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed May 16, 2007 10:14 am Post subject: |
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The scene name is already in the xml, in scene.settings.name (I think Jeroen might have meant to say this in his post above, but I'm not sure). We could add the filename to those settings as well (although I kinda liked the plugins not knowing/caring whether there was a physical source file). |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Thu May 17, 2007 12:36 am Post subject: |
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Quote: |
I kinda liked the plugins not knowing/caring whether there was a physical source file |
The reason I want the file name is two-fold:
1) I include the original source file name as a comment in the exported file. Great for tracking down the source of an asset!
2) I suggest a new exported name based on the base name of the map file. It's easy to leave the scene name unchanged, but it's harder to leave the map file name undefined :-)
Also, for real art production set-ups, you'll want plug-ins that integrate with source control and asset management -- at that point, the physical location of the map matters very much!
Also, programmatic access to all the various preferences would be great. When opening a specific map, you might want to re-set the texture and prefab paths to something related, for example.
The addition to get a callback whenever various commands happen, too (open/save/etc) would also be useful in such a situation. That way, someone could integrate DeleD into a real production art path. However, maybe nobody's trying to do that right now, so I don't know how many users it'd drive to the app in the near term. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed May 23, 2007 12:30 pm Post subject: |
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As far as we know not too many users are trying to integrate DeleD into their production process to that extend (most just want to use it as a lightweight one-click alternative modeling package), I think 99/100 are modelers that just want to spend their time modeling, can't be bothered to download separate plugins unless they truely absolutely need them, let alone develop new ones to extend the functionality... but I think what our other users want is our "problem", not yours. You want/need the application to be more extendible, so do make sure to keep hammering your requests for a more complete plugin system into our heads. If an extended plugin system attracts more quality plugin builders, that'd be great. |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Wed May 23, 2007 9:50 pm Post subject: |
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Well, you can't get a quality plug-in built if there's no API to build it on!
Again, what I keep saying is that, if you structure DeleD so that your own commands are plug-ins, the API will come of itself. Maybe try to make each new command/feature as a plug-in, and only re-factor/move the bits you need to change to enable that one command, as a start? The incremental effort there should be minimal.
Perhaps I'm saying that you guys are aiming too low :-) |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu May 24, 2007 6:37 am Post subject: |
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Paul-Jan wrote: |
If an extended plugin system attracts more quality plugin builders, that'd be great. |
That's true. The biggest problem is resources. We both have a limited amount of time available and putting that time in the plugin API while we're not sure there's a definite demand for an extended API (JWatte is the only programmer pushing us for it right now) seems like a rather big risk to me. Now, we know most of our users are modellers so putting most of our time in extending/improving DeleD's modeling capabilities seems like a good idea. |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Thu May 24, 2007 9:53 pm Post subject: |
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What I'm saying is, if you think of yourself as plug-in developers, you wouldn't spend any "extra" time developing such an API. And I think you can start developing new commands (say, the "double" command for triangles) as plug-ins without necessarily spend a whole lot of time making an API first. In my opinion, it's mostly about a mind-set. |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Sun Jun 03, 2007 12:09 pm Post subject: |
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Uhm okay, I just read into the whole plugin thing and tried it out and it would be really great if you had
a) access to the selection of sub-items like polygons, edges, vertices
b) access to deled commands.
with a+b combined, there would be a lot more possible than today _________________ Behold! The DeleD Wiki! Please help us expanding it
DeleD on IRC |
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Tue Jun 05, 2007 11:35 pm Post subject: |
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Fletcher, you're repeating a whole thread of communication I've had with them over the last year or so. I'm glad I'm getting some support on this :-) |
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