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How to rename assets and duplicate them?

by Adam Zeliasz · in Torque 3D Public · 10/15/2009 (3:24 pm) · 7 replies

I'm importing models using COLLADA, but when I drag them to the scene there being named: 3228:TSStatic. How can I renamed those so I know what each object is in my Scene view?

Also is there a way to create prefabs? Like create one asset with materials/scripts assigned, and then clone/duplicate that so I can use that object over and over?

Thanks.

About the author

My name is Adam Zeliasz. I'm a designer testing out Torque 3D for an independent title. I specialize in modeling and animation, and well as web and print design.


#1
10/15/2009 (6:44 pm)
Hey Adam,

First one : Select the object in "Object editor mode (F1)". Then, in the scene tree the TSStatic will be highlighted... Just underneath that there is a "Inspector" window which shows the list of properties of that shape. Look for the "name" property and just rename the object accordingly. I have attached a screenshot for your and other user reference. :)

img110.imageshack.us/img110/3118/namingobjects.jpg


Second : The "prefabs" are a concept from other engines. T3D uses objects in the scene, and are stored in the library. Look in the Editor in object mode there are tabs in the window names Scene Tree, you can find your imported meshes in this library at any time, and you can create multiple copies of the items in the editor by holding down SHIFT, and moving the object away from the original (similar to 3dsmax).

Again, an image for reference :
img118.imageshack.us/img118/9149/resuableobjects.jpg
#2
10/15/2009 (8:06 pm)
It is also suggested if you are going to have multiple objects to apply them into a "sim Group" you can create a sim group from the main folder which you can name, such as "grass" and all of your grass objects can be stored in that sim group or folder for easy use at finding which object is which.
#3
10/16/2009 (11:22 am)
Sorry, I totally overlooked that Name entry!

So when you create a copy by holding down the shift key and dragging, it only references the one model that's stored in the Library, correct? I'm trying to understand if that's the best way to reduce the systems resources by "cloning" objects that will be used frequently.

How does that work when it comes to scripting that object? With Prefabs in other engines you can create lets say a barrel, with scripting for hit points, particles for fire, etc and "group" all of that in a Prefab. So when you need the same combo, you can drag the Prefab to the scene and everything is applied.
#4
10/16/2009 (12:32 pm)
instead of a prefab torque has what is called a datablock. In the datablock you would have your shape and a script defining the datablock and its properties which you would like to have. Its a bit different than other engines which use the prefab concept in that just applying the fire per say to the barrel and setting a setting to "make prefab" you need to create your datablock purley either in script or with the new datablock editor.
#5
10/16/2009 (12:36 pm)
Thanks Kenneth.
#6
10/16/2009 (2:57 pm)
You can kind of do what you want with sim groups (but it is more of an already existing item that you copy/paste). If you copy a sim group (a folder) and then paste it you will get a copy of everything inside and their relative placement to each other. If you have the whole item selected you can then move them all as one unit. Unfortunately there is no way to create a grouping like this outside of the mission itself.
#7
10/16/2009 (7:18 pm)
A good example of a "self contained entity thats reusable" is the weapons.