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Preset packs for mods #331

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Max98 opened this issue Jul 25, 2015 · 2 comments
Open

Preset packs for mods #331

Max98 opened this issue Jul 25, 2015 · 2 comments
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@Max98
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Max98 commented Jul 25, 2015

This might be confusing at first but let me explain you.
In myDocs/Rigs of rods XX/ we create a new folder, lets call it "addons" for now.

What is this for? We can use this folder, to put some zip packs, where there are only mesh files/ materials/ fixed loads and stuff like these.
We edit the terrn2 file format, give it the ability to load these packs when needed. These zips have to be loaded before generating the models on the terrrain.

This idea can be useful especially when few people release roads packs, house packs and stuff, instead of zipping it all together, you can separate them. The advantage? Everyone else can use them in their terrains also (if you do not want this, simply zip it all again..)

@Max98 Max98 added the request label Jul 25, 2015
@Max98 Max98 added this to the Post-Nextstable milestone Jul 25, 2015
@Hiradur Hiradur removed this from the Post-Nextstable milestone Oct 24, 2015
@ohlidalp
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ohlidalp commented Oct 14, 2019

I found this old old ticket while composing project board.

True, currently we only let mods to use resources in their own ZIP/folder, except:

  • Terrain/Vehicle can access builtin resources (roads, rails, sounds etc...)
  • Terrain (via .tobj file) can spawn installed vehicles (via ModCache)

My idea (design):

  • Use existing directory: my games\rigs of rods\packs\.
  • Extend our ModCache: we have CacheEntry (types: ".truck" or ".terrn2") linking to "resource bundle" (ZIP or directory)
  • Add new CacheEntry type: "prefab" with name and GUID - when linked from terrn or truck, all bundled resources will become available.
  • Terrn would link prefabs via new section [prefabs] in .terrn2 file.
  • Truck would link prefabs via new section prefabs in truckfile.

@CuriousMike56
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#3096 and #3129 satisfies both vehicles and terrains, this can finally be closed.

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