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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 15:44:36 +00:00
Implements material asset handling for GroundPlane object
Adds handling for finding material asset akin to shape and image assets Updates the material asset inspector field to follow the current standard Updates prototyping material assets to correctly have materialDefinitionName assigned Fixed material asset import step to properly assign materialDefinitionName Fixed typo in material editor icon name Added logic to editAsset function call so it can also parse assetIds Changed DefaultEditorLevel to utilize FloorGray material Adds proper NoMaterial asset for fallback purposes
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302a64edd1
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26 changed files with 279 additions and 127 deletions
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@ -0,0 +1,6 @@
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<MaterialAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="NoMaterial"
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scriptFile="@assetFile=NoMaterial.cs"
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materialDefinitionName="NoMaterial" />
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@ -0,0 +1,6 @@
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//--- OBJECT WRITE BEGIN ---
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singleton Material(NoMaterial) {
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mapTo="NoMaterial";
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DiffuseMap = "core/rendering/images/warnMat";
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};
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//--- OBJECT WRITE END ---
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="DetailBlue"
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scriptFile="@assetFile=DetailBlue.cs"
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materialDefinitionName="DetailBlue"
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imageMap0="@Asset=Prototyping:DetailBlue_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/DetailBlue.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="FloorGray"
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scriptFile="@assetFile=FloorGray.cs"
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materialDefinitionName="FloorGray"
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imageMap0="@Asset=Prototyping:FloorGray_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/FloorGray.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="InteractiveRed"
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scriptFile="@assetFile=InteractiveRed.cs"
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materialDefinitionName="InteractiveRed"
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imageMap0="@Asset=Prototyping:InteractiveRed_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/InteractiveRed.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="NatureBrown"
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scriptFile="@assetFile=NatureBrown.cs"
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materialDefinitionName="NatureBrown"
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imageMap0="@Asset=Prototyping:NatureBrown_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/NatureBrown.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="NatureGreen"
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scriptFile="@assetFile=NatureGreen.cs"
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materialDefinitionName="NatureGreen"
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imageMap0="@Asset=Prototyping:NatureGreen_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/NatureGreen.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="NullPink"
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scriptFile="@assetFile=NullPink.cs"
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materialDefinitionName="NullPink"
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imageMap0="@Asset=Prototyping:NullPink_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/NullPink.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="TrimYellow"
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scriptFile="@assetFile=TrimYellow.cs"
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materialDefinitionName="TrimYellow"
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imageMap0="@Asset=Prototyping:TrimYellow_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/TrimYellow.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="WallOrange"
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scriptFile="@assetFile=WallOrange.cs"
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materialDefinitionName="WallOrange"
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imageMap0="@Asset=Prototyping:WallOrange_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/WallOrange.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="WaterBlue"
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scriptFile="@assetFile=WaterBlue.cs"
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materialDefinitionName="WaterBlue"
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imageMap0="@Asset=Prototyping:WaterBlue_ALBEDO"
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originalFilePath="D:/Gamedev/art/Blockout/WaterBlue.png" />
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@ -3,5 +3,6 @@
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canSaveDynamicFields="true"
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AssetName="kork_chan"
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scriptFile="@assetFile=kork_chan.cs"
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materialDefinitionName="kork_chan"
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imageMap0="@Asset=Prototyping:kork_chan_ALBEDO"
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originalFilePath="D:/Gamedev/T3DMIT/Resources/Prototyping/Shapes" />
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@ -458,7 +458,7 @@ function AssetBrowser::buildMaterialAssetPreview(%this, %assetDef, %previewData)
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else if(%assetDef.materialDefinitionName.diffuseMapAsset[0] !$= "")
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{
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%imgAsset = AssetDatabase.acquireAsset(%assetDef.materialDefinitionName.diffuseMapAsset[0]);
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%previewData.previewImage = %imgAsset.getImageFilename();
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%previewData.previewImage = %imgAsset.getImagePath();
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}
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else
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%previewData.previewImage = "tools/assetBrowser/art/materialIcon";
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@ -28,6 +28,12 @@ function AssetBrowser::editAsset(%this, %assetDef)
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}
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}
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}
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else if(!isObject(%assetDef) && strchrpos(%assetDef, ":") != -1)
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{
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//Turns out we were passed an assetid, not an asset definition.
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//Grab the asset def from that
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%assetDef = AssetDatabase.acquireAsset(%assetDef);
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}
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%assetType = %assetDef.getClassName();
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@ -6,5 +6,5 @@
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LevelName="DefaultEditorLevel"
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isSubScene="false"
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description="An empty room"
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staticObjectAssetDependency0="@Asset=FPSGameplay:station01"
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staticObjectAssetDependency0="@Asset=Prototyping:FloorGray"
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VersionId="1" />
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@ -5,6 +5,7 @@ new Scene(EditorTemplateLevel) {
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isSubScene = "0";
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isEditing = "0";
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isDirty = "0";
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EditPostEffects = "0";
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cdTrack = "2";
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CTF_scoreLimit = "5";
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Enabled = "1";
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@ -35,6 +36,7 @@ new Scene(EditorTemplateLevel) {
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Material = "BlankSkyMat";
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drawBottom = "0";
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fogBandHeight = "0";
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dirtyGameObject = "0";
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position = "0 0 0";
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rotation = "1 0 0 0";
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scale = "1 1 1";
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@ -48,8 +50,6 @@ new Scene(EditorTemplateLevel) {
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ambient = "0.337255 0.533333 0.619608 1";
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brightness = "1";
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castShadows = "1";
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staticRefreshFreq = "250";
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dynamicRefreshFreq = "8";
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coronaEnabled = "1";
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coronaScale = "0.5";
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coronaTint = "1 1 1 1";
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@ -68,6 +68,7 @@ new Scene(EditorTemplateLevel) {
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representedInLightmap = "0";
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shadowDarkenColor = "0 0 0 -1";
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includeLightmappedGeometryInShadow = "0";
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dirtyGameObject = "0";
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position = "0 0 0";
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rotation = "1 0 0 0";
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scale = "1 1 1";
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@ -75,6 +76,7 @@ new Scene(EditorTemplateLevel) {
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canSaveDynamicFields = "1";
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bias = "0.1";
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Blur = "1";
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dynamicRefreshFreq = "8";
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Enabled = "1";
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height = "1024";
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lightBleedFactor = "0.8";
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@ -82,13 +84,15 @@ new Scene(EditorTemplateLevel) {
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pointShadowType = "PointShadowType_Paraboloid";
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shadowBox = "-100 -100 -100 100 100 100";
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splitFadeDistances = "1 1 1 1";
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staticRefreshFreq = "250";
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width = "3072";
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};
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new GroundPlane() {
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squareSize = "128";
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scaleU = "25";
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scaleV = "25";
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Material = "Grid_512_Grey";
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MaterialAsset = "Prototyping:FloorGray";
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dirtyGameObject = "0";
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canSave = "1";
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canSaveDynamicFields = "1";
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Enabled = "1";
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@ -99,6 +103,7 @@ new Scene(EditorTemplateLevel) {
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new Skylight() {
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Enabled = "1";
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ReflectionMode = "Baked Cubemap";
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dirtyGameObject = "0";
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position = "1.37009 -5.23561 46.5817";
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rotation = "1 0 0 0";
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canSave = "1";
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@ -64,7 +64,7 @@ function MaterialEditorPlugin::onWorldEditorStartup( %this )
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// Add ourselves to the ToolsToolbar
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%tooltip = "Material Editor (" @ %accel @ ")";
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EditorGui.addToToolsToolbar( "MaterialEditorPlugin", "MaterialEditorPalette", expandFilename("tools/worldEditor/images/toolbar/matterial-editor"), %tooltip );
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EditorGui.addToToolsToolbar( "MaterialEditorPlugin", "MaterialEditorPalette", expandFilename("tools/worldEditor/images/toolbar/material-editor"), %tooltip );
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//connect editor windows
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GuiWindowCtrl::attach( MaterialEditorPropertiesWindow, MaterialEditorPreviewWindow);
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@ -1353,7 +1353,7 @@
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buttonType = "PushButton";
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useMouseEvents = "0";
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buttonMargin = "0 4";
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iconBitmap = "tools/worldEditor/images/toolbar/matterial-editor_n";
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iconBitmap = "tools/worldEditor/images/toolbar/material-editor_n";
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textMargin = "25";
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};
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new GuiCheckBoxCtrl() {
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Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
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Before Width: | Height: | Size: 1,004 B After Width: | Height: | Size: 1,004 B |
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