<!-- Changes to a prp file -->
<prp id="Garrison_District_grsnTeamRoom01" scenenode="Garrison_District_grsnTeamRoom01">
<addobj id="suitShooterPOS" type="plSceneObject" data="01-2.uof"/>
<addobj id="cRespTeam1TubeDown" type="plResponderModifier" data="TeamRoom01.uof"/>
<addobj id="team1TubeActivator_0_Enter" type="plLogicModifier" data="tr1lo.uof"/>
Chacal wrote:he/she would have to set aside a snapshot of his Uru installation before any change, and have a separate installation with only the changes from his mod. That is on top of the author's regular Uru installation. I don't know if it is reasonable to expect that much from the author.
tachzusamm wrote:If I understand this correctly, your UruDisco... umm Distro works like a diff/patch in binary form for URU files, yes?
tachzusamm wrote:So, instead of having the need of two *complete* URU installations, would it be possible to tell your scripts in any way which files are to be taken into account for comparison, for example with a simple text file that contains the names of the modified files, one in each line for example? Or maybe XML as well, if you prefer.
(Actually, I assume such a file is not even needed if the rule goes like this: "Author or the mod, please provide an URU installation structure containing *only your modded files*, for comparison withthe original files, using the same structure." This way you could handle only the files you find in the modified branch.)
The opposite way could also be an idea of course; I mean, keeping a duplicated structure of the non-modified files.
Sirius wrote:This looks great. I guess UruDistro will be able to remove objects from a PRP too ?
It should be useful for some other of my projects.
Wamduskasapa wrote:Some of the first things I am MOVING are the Tarps and Barricades in the Library, since you have already extended it 3 levels. Then to the Palace and Dock to remove the Gates and Barricades that you previously made Superfluous...
About moving objects: IIRC you don't need any modification for objects that have a Coordinate Interface, as both their physics and drawable are calculated from the objects origin/rotation. Physics might be a bit more complicated as they can use or not the coordinate interface (I had some issues with these lately).Chacal wrote:As for moving objects, I have never done that but it shouldn't be too complicated. It means changing the object's icicles in plDrawableSpans and, if the object has collision, its plGenericPhysical. The author needs to do the changes in Blender and export those two new objects.
Wouldn't it be easier to change the objects rotation and position directly in the PRP ? Blender would be used only to make sure the location you want to apply to the object is correct.Chacal wrote:The author needs to do the changes in Blender and export those two new objects.
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