I just have a few basic questions regarding models I import to terramonkey.
If I add to scenecomposer that means that they become part of the map, so if I want to change the model I would have to delete all the current models in the scene and re import new ones and place them the same way?
What exactly does linking models to the scene do besides not letting me edit them within the scene?
If I place a bunch of trees in a scene I can edit them through code later on? (Such as state that they are solid objects in code)
Could someone also give me and example of how I would, for instance place a tree model within a map?
By that I mean If I add a new node to the parent node the new node is where I will import the models?
Last question, hypothetical, would just like to know if this is possible: Is it possible to say for instance, be able to pause a running game that is active within one scene, and then transport two model from the original scene to another one and then back after awhile?
If you add a model to the scene, is is embedded in it. Then if you change the model in its own file afterwars, you will not see the change in the scene.
Linking models in will force them to be re-loaded whenever you open the map. Just don’t change the path of where the model lives.
Now re-loading might not be the correct word, as only the path to the model is saved and not the actual mesh. So the save file will be smaller than if you directly added the models.
Linking models in is my desired way of making a scene to be used in-game.
To access the specific models, you can attach controls to them in the scene composer. Even your own controls. Or you can set user data on them, for instance a name and value of “characters” “bobTheTree”, and then when the scene is loaded look at the spatials in the scene and check all the user data until you find “bobTheTree”. The better way would probably be to attach controls to the spatials however.
When you say transfer between scenes, do you mean two different apps running? Or two different scene files?
As long as you are running it all in the same app it should be no problem. Set up two viewports and cameras, each one rendering a different scene. Then you need to have your own tool or mechanism for moving the spatials from one scene to another.
Remember a scene is just a node with children. You can load up many scenes and attach them all to your root node.
O.k. I understand most of the add and linking models , i appreciate it.
But what about editing models within a scene, linked models and added in models can both be edited or are there some sort of restriction for the editing.
So within one scene can i have two terrains? Two different terrains in the same app, would I have to created another scene or just add another terrain to the main node of where the first terrain is located,.
if you edit a linked model the changes will not be saved when you save the scene. The scene will re-load the original model. Unless you re-save the j3o of that model. What will be saved is the translation, scale, and rotation of the linked node.
Terrain is just a node, you can add many nodes to any scene. If you want a large expanse of very large terrain, use TerrainGrid