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Re: Primitive Asset Definition Reference
Posted: Fri Nov 21, 2014 1:09 am
by Doridion
NutJob wrote:Doridion, tags puts the item in to a category inside the left panel drop down filter? Can any tag be used? This would be helpful only if it can be user made in my opinion (or I just got used to what's available). I'll give it a try. Hopefully tags = { "Weapons, Level 1", "Club", "Melee" } will work. If not, not very useful.
Yeaaaaaaah !!!!!!
PS : NutJob, you'll be crazy when you'll see all basic definitions ! So many records ! ( For example, didn't know that receptor were .... wall_triggers base ! )
Re: Primitive Asset Definition Reference
Posted: Fri Nov 21, 2014 1:19 am
by NutJob
Nice, just tried it and it works. Unfortunately I have to define the entire object and all it's classes and properties to keep it from "breaking." That'll inflate the file size quite a lot just to add tags for ease of use while using the editor. Anyway to code it in with a script? Guess that would load after the editor got it's assets, wouldn't it? Ok so tags are again useless. ~laughs~
Re: Primitive Asset Definition Reference
Posted: Fri Nov 21, 2014 1:22 am
by MrChoke
This is great. Thanks!
Re: Primitive Asset Definition Reference
Posted: Fri Nov 21, 2014 1:22 am
by Doridion
NutJob wrote:Nice, just tried it and it works. Unfortunately I have to define the entire object and all it's classes and properties to keep it from "breaking." That'll inflate the file size quite a lot just to add tags for ease of use while using the editor. Anyway to code it in with a script? Guess that would load after the editor got it's assets, wouldn't it? Ok so tags are again useless. ~laughs~
Tsssss .... be creative

A simple
tags = { "NutJob" }, or
"Nut-Monster" ..... isn't it ?

Re: Primitive Asset Definition Reference
Posted: Fri Nov 21, 2014 1:26 am
by NutJob
tags = { "cave", "caerbannog", "sharp", "pointy", "nasty", "soiled-armour", "can leap", "look at the bones"}
Re: Primitive Asset Definition Reference
Posted: Fri Nov 21, 2014 4:17 pm
by JKos
Great job JohnW, and thanks for the script also, I wouldn't never have thought overriding defineObject before importing standard assets myself, well thought. It gives some interesting possibilities.
Re: Primitive Asset Definition Reference
Posted: Fri Nov 21, 2014 6:35 pm
by Drakkan
wish be so good as you are !

thanks a lot for sharing
Re: Primitive Asset Definition Reference
Posted: Sat Nov 22, 2014 4:02 am
by Doridion
Ok guys, I've made a first sort of all of these definitions.
My sort is simple : organize all the definitions with the same origin together (BaseObject) For explicits or special definitions, I've stored them into logical sections.
There is actually 21 sections, and all have their own lua file :
Ceilings, Cinematics, Containers, Doors, Floors, Items, Lights, Logics, Monsters, Obstacles, Particle systems, Party, Pillars, Props, Scripting, Sounds, Spells, Stairs, Teleporters, Visual effects, Walls.
In all files begin, is write the sub-sections/definitions included in the file.
I repeat that it's a really "quick" sort, so, please, be indulgent. I continue to work to reorganise, section by section, the ordrer of class and properties in all definitions ... so it'll be very long xD If someone want help, he's welcome ^^
Here the sections files
Hope it'll help all of you to find the grail !
Re: Primitive Asset Definition Reference
Posted: Sat Nov 29, 2014 6:11 pm
by QuintinStone
Love this script! I modified it to let me get tile set info too.