Configure fxLight?
by Markus Nuebel · in Torque Game Engine · 04/09/2004 (8:05 am) · 3 replies
When I want to add an fxLight to a scene I first have to define a datablock of type: fxLightData that has all the properties that I want my light to have.
Why aren't the fxLightData members available in the editor (inspector)?
For classes like the sun, all fields are avaialable in the editor.
What is the difference? What would I have to change, to make the filed available in the editor?
-- Markus
Why aren't the fxLightData members available in the editor (inspector)?
For classes like the sun, all fields are avaialable in the editor.
What is the difference? What would I have to change, to make the filed available in the editor?
-- Markus
About the author
#2
I thought, adding fields in initPersistFields(); will make them appear in the editor.
Can you tell me where and what I have to change, to get datablock objects added to the editor (inspector)?
Thanks.
04/09/2004 (8:42 am)
Sorry, to bother again, but that is my problem.I thought, adding fields in initPersistFields(); will make them appear in the editor.
Can you tell me where and what I have to change, to get datablock objects added to the editor (inspector)?
Thanks.
#3
You could probably extend the inspector to let you browse and edit datablocks.
04/09/2004 (8:44 am)
In general, datablocks aren't available to the editor, as datablocks exist in a static sense. You can edit them via text.You could probably extend the inspector to let you browse and edit datablocks.
Torque Owner Devon Ly