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dynamic prefabs - please

 
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AlexAnderson
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Joined: 29 Aug 2007
Posts: 2

PostPosted: Wed Aug 29, 2007 6:59 pm    Post subject: dynamic prefabs - please Reply with quote

Hi community,

I´m new here, but i have a good feature request for deled: Very Happy

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

PostPosted: Wed Aug 29, 2007 7:12 pm    Post subject: Reply with quote

I like this request Very Happy
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Aug 29, 2007 7:45 pm    Post subject: Reply with quote

A refresh prefabs option is better than having it done automatically.
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jwatte
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Wed Aug 29, 2007 9:34 pm    Post subject: Reply with quote

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
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Thu Aug 30, 2007 6:11 am    Post subject: Reply with quote

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... Wink I think we should do a new poll...
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Aug 30, 2007 6:26 am    Post subject: Reply with quote

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
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Joined: 29 Aug 2007
Posts: 2

PostPosted: Thu Aug 30, 2007 7:08 am    Post subject: Reply with quote

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. Sad

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. Smile

Best Regards

Alex
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Thu Aug 30, 2007 10:12 am    Post subject: Reply with quote

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.
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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elementrix
DeleD PRO user


Joined: 11 May 2006
Posts: 1300
Location: The Netherlands

PostPosted: Thu Aug 30, 2007 10:48 am    Post subject: Reply with quote

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
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Joined: 26 Apr 2006
Posts: 513

PostPosted: Fri Aug 31, 2007 6:55 pm    Post subject: Reply with quote

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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