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Implement ability to copy things between levels #247

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2 of 3 tasks
MattFiler opened this issue Aug 16, 2023 · 7 comments
Open
2 of 3 tasks

Implement ability to copy things between levels #247

MattFiler opened this issue Aug 16, 2023 · 7 comments
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enhancement Something which will improve the user experience. in progress This issue is currently being worked on. [TOOL] Asset Editor This issue applies to the asset editor within OpenCAGE. [TOOL] Script Editor This issue applies to the script editor within OpenCAGE.

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@MattFiler
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MattFiler commented Aug 16, 2023

For now, I'm interested in supporting what I already know I can. More will be supported down the line, but currently I can add support for:

  • Composites without resources
  • Models
  • Textures
@MattFiler MattFiler added enhancement Something which will improve the user experience. [TOOL] Script Editor This issue applies to the script editor within OpenCAGE. [TOOL] Asset Editor This issue applies to the asset editor within OpenCAGE. labels Aug 16, 2023
@MattFiler
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Composites without resources is now live on staging.

@MattFiler
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Note to self: need to solve proxy export issue with composites.

@MattFiler
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Related: #253

@MattFiler
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MattFiler commented Aug 20, 2023

Texture porting will be pushed to staging shortly. Models are working but I want to include the option to copy all associated materials and textures with them which is proving more tricky.

@MattFiler
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Going to revisit this soon:

  • Improve model/material/texture parsers to depend on actual loaded object rather than write index
  • Once that's done, implement porting of all content within asset editor
  • When it works, implement into the script editor with support for other required things like ENVIRONMENT_ANIMATIONS

This should provide the base support for porting composites with the important resources.

COLLISION.MAP and PHYSICS.MAP resources are not required for now, as we should calculate these in the script editor when saving. This is also a WIP: #268

@MattFiler MattFiler added the in progress This issue is currently being worked on. label Sep 6, 2023
@MattFiler
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Successful port of a character - FACEHUGGER. Only ported model and character animation info, no textures - but good progress.

https://discord.com/channels/1116018062630592593/1116020662272807049/1161054061949358181

Tried the same method with RANSOME and it caused a crash, which I suspect is due to some unhandled indexes in the model submesh.

@MattFiler
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Note on this - porting characters quite frequently leads to invisible parts over distance. Digging into this more it appears to be LOD related, as if I use a LODControl entity to force LODs off the issue goes away. I suspect there's an index somewhere relating to LODs that I'm writing wrong when porting.

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Labels
enhancement Something which will improve the user experience. in progress This issue is currently being worked on. [TOOL] Asset Editor This issue applies to the asset editor within OpenCAGE. [TOOL] Script Editor This issue applies to the script editor within OpenCAGE.
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