Re: Torque 3D 3.10 Released!
Posted: Mon Feb 27, 2017 11:18 pm
Is there an explicit issue on GitHub (or a topic here?) where the finer points of this are being worked out?Assets and Modules
The new template will utilize these heavily, but the main advantage is not having to keep tabs on stuff yourself, and not needing to use explicit paths all over the place. This means if something gets reorganized, deleted or renamed, you don’t have a ton of different things exploding left and right because the image or model being referenced no longer exists. It also means it’s easier to use them, as you don’t need to remember the path of an asset, just the module name and asset name if you’re doing stuff manually, and also really easy to install assets and just have it automagically work. The Asset Browser is being introduced to consolidate and standardize how assets are browsed, created and used, so everything should be far more consistent and easy to understand.
Drop a pre-configured package into your directory and refresh the module database and those assets are good to go to be used by everything. No more needing to do a bunch of manual exec’ing of script files and the like to get stuff to appear.
Assets will also cut out a lot of the format finnegaling you need to do now. We’ll be shifting to use Assimp in the backend, so we’ll support a much more broad range of model files that can be imported, not just collada, which is great for the art pipeline and the asset system will deal with the importing and conversion to be used. Same deal for textures. Only have PNGs images? No problem, import them in and it’ll convert them to DDS for you so you don’t have to fuss.
The end goal is to have a very sleek, efficient art pipeline that removes the fussing and just lets you use and keep tabs on the content you introduce.