Not saving .ml
by Archnemesis · in Torque Game Engine · 11/14/2005 (4:43 pm) · 0 replies
Hi, been awhile since I posted. Most everything seems to have been covered here already, but I am having problems finding this.
I need to relight every mission everytime it is loaded, as I am adding interiors randomly. Therefore I would need to bypass the saving and loading of .ml files.
Is there a quick hack in the Torquescripts that would let me do this?
I am not sure exactly what is being done in this function from Missiondownload.cs
I have commented out the last part and added a few lines (as seen below). This seems to work, but it skips the LIGHTING MISSION progress bar and still adds the .ml file. Any suggestions
I need to relight every mission everytime it is loaded, as I am adding interiors randomly. Therefore I would need to bypass the saving and loading of .ml files.
Is there a quick hack in the Torquescripts that would let me do this?
I am not sure exactly what is being done in this function from Missiondownload.cs
function clientCmdMissionStartPhase3(%seq,%missionName)
{
onPhase2Complete();
StartClientReplication();
StartFoliageReplication();
echo ("*** Phase 3: Mission Lighting");
$MSeq = %seq;
$Client::MissionFile = %missionName;
//Need to light the mission before we are ready.
// The sceneLightingComplete function will complete the handshake
// once the scene lighting is done.
if (lightScene("sceneLightingComplete", ""))
{
error("Lighting mission....");
schedule(1, 0, "updateLightingProgress");
onMissionDownloadPhase3(%missionName);
$lightingMission = true;
}
}I have commented out the last part and added a few lines (as seen below). This seems to work, but it skips the LIGHTING MISSION progress bar and still adds the .ml file. Any suggestions
function clientCmdMissionStartPhase3(%seq,%missionName)
{
onPhase2Complete();
StartClientReplication();
StartFoliageReplication();
echo ("*** Phase 3: Mission Lighting");
$MSeq = %seq;
$Client::MissionFile = %missionName;
// Need to light the mission before we are ready.
// The sceneLightingComplete function will complete the handshake
// once the scene lighting is done.
// if (lightScene("sceneLightingComplete", ""))
// {
// error("Lighting mission....");
// schedule(1, 0, "updateLightingProgress");
// onMissionDownloadPhase3(%missionName);
// $lightingMission = true;
// }
//added this to force lighting
lightScene("",forceAlways);
sceneLightingComplete();
}About the author