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AlexAnderson Member
Joined: 29 Aug 2007 Posts: 2
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Posted: Wed Aug 29, 2007 6:59 pm Post subject: dynamic prefabs - please |
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Hi community,
I´m new here, but i have a good feature request for deled:
With dynamic prefabs i mean the follow situation:
I build a prefab with a castle wall and another prefab with a castle tower.
Next i start to build a full castle map in deled and use the both prefabs inside.
Then I save the map.
Any days later i will optimize the wall prefab with a window inside. (for example)
Now, on next load of my full castle map the updated prefab is inside.
With this feature you can build complex maps with the chance to optimize every prefab inside later.
Best Regards
Alex |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Wed Aug 29, 2007 7:12 pm Post subject: |
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I like this request |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Aug 29, 2007 7:45 pm Post subject: |
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A refresh prefabs option is better than having it done automatically. _________________
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Wed Aug 29, 2007 9:34 pm Post subject: |
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Actually, I want a generalized link system. If you add a reference to some external entity, then that reference is by default automatic. I just wrote about this related to materials, but it should work for prefabs and other things as well.
In fact, it'd be cool to be able to add a reference to a given object or a given material in any external file. Now that maps are XML, there really shouldn't be much difference between a map, a material library, or a prefab. You could even open a map as a "prefab collection" and every entity in that map would show up in a prefab palette. *Slobber!* Linked by file name and entity name, of course.
And, the map stores the latest copy of the geometry, so if you want to flatten the references into the map, you wouldn't need the external file, and if the external file has that entity removed, it's no catastrophe for using maps. |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu Aug 30, 2007 6:11 am Post subject: |
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I can definately see the advantages of such a system. However, I would very much like to know if this would be useful to many people out there. I mean, I can spend my time implement a bunch of new geometry commands of which I know lots of people will appreciate, or I can spend it on some nifty feature only used by 3 people... I think we should do a new poll... |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Aug 30, 2007 6:26 am Post subject: |
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First off, sweet ideas floating around here guys...
I like the original suggestion, but I also really like JWatte's generalization on it.
I think I would have it work like this:
1. You import primitive ("prefab") X from scene A into scene B
2. It now shows up in the scene tree of scene B, with a little 'link' or 'shortcut' symbol superimposed on it.
3. If you modify primitive X within scene A, it also changes within scene B.
4. However, if you try to modify it within scene B, DeleD tells you you cannot do so unless you 'unlink' it (make a local copy). In other words, you can only modify things at the source.
By default, there would be a prefabs.xml scene with all the default DeleD prefabs. You would be able to modify this scene just like every other. You would also be able to load any scene into the prefab part of the scene tree, just like JWatte suggested.
The limitation I propose in step 4 is up for debate. I think it makes sense, do you guys agree? |
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AlexAnderson Member
Joined: 29 Aug 2007 Posts: 2
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Posted: Thu Aug 30, 2007 7:08 am Post subject: |
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Hi,
that sounds very good Paul-Jan.
At the moment I work on a castle and dungeon construction kit for our game. (Torque Game Engine Advanced)
I came from the q3 scene and had work any years with the radiant. Now, the radiant pipeline to torque is very terrible.
I had test alternativ editors, but there are many restrictions inside.
I like the activity of the makers and the community.
So, i hope for a way of the feature inside.
Best Regards
Alex |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Thu Aug 30, 2007 10:12 am Post subject: |
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I think this would be a great addition to Deled. It also, most likely, would be the most used. There are a lot of people who want to build their whole scene within Deled, so this would make that easier. It would just plain make life a little easier. (soometimes)
PJ, what you stated is how I think it should be implemented.
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1. You import primitive ("prefab") X from scene A into scene B
2. It now shows up in the scene tree of scene B, with a little 'link' or 'shortcut' symbol superimposed on it.
3. If you modify primitive X within scene A, it also changes within scene B.
4. However, if you try to modify it within scene B, DeleD tells you you cannot do so unless you 'unlink' it (make a local copy). In other words, you can only modify things at the source.
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_________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Thu Aug 30, 2007 10:48 am Post subject: |
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if you would implent this i would deffinately use it alot!:
Quote: |
1. You import primitive ("prefab") X from scene A into scene B
2. It now shows up in the scene tree of scene B, with a little 'link' or 'shortcut' symbol superimposed on it.
3. If you modify primitive X within scene A, it also changes within scene B.
4. However, if you try to modify it within scene B, DeleD tells you you cannot do so unless you 'unlink' it (make a local copy). In other words, you can only modify things at the source.
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jwatte DeleD PRO user
Joined: 26 Apr 2006 Posts: 513
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Posted: Fri Aug 31, 2007 6:55 pm Post subject: |
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Paul-Jan, that would pwn!
I think the limitation 4 is totally reasonable, and in fact probably desirable, especially if there is a "clone" or "flatten" command available. |
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