ashwin.sudhir Posted July 1, 2011 Share Posted July 1, 2011 We were trying to use a modified Editor script for some custom functionality in the Unigine editor. But no matter what changes were made, they weren't getting reflected. I even tried an intentional syntax error, but even then the editor successfully loaded. Then I delete *all* editor.cpp files from my system and still the editor was successfully loaded! So I tried giving a bogus filename using the "editor_script" console command editor_script editor.ccf and surprisingly unigine said Loading "editor.ccf" 44 ms when such a file doesn't even exist and the editor loaded up just fine. So is the editor script cached somewhere? This is really confusing and how can I find out exactly which editor script file is being used so that I can modify that? PFA the log. -a. log.html Link to comment
Guest anet Posted July 1, 2011 Share Posted July 1, 2011 Editor script is inside core.ung. You can create core/editor path inside data directory and put modified editor files there. In this case engine should take modified scripts, because packaged scripts have lower priority when searching for specific files. Link to comment
ashwin.sudhir Posted July 1, 2011 Author Share Posted July 1, 2011 Thanks for the reply anet, but the problem seems to be that Unigine doesn't pick up the custom editor script. Can you verify that this functionality works? And also it's showing wrong feedback like Loading "editor.ccf" 44 ms I just now tried putting a custom editor.cpp inside both data\core and data\core\editor directories. Neither was picked up by Unigine. -a. Link to comment
binstream Posted July 1, 2011 Share Posted July 1, 2011 It might be the case that you modify some copy of data directory, while the engine is pointed to another one. Take a look at data_path value in the log file. Link to comment
ashwin.sudhir Posted July 1, 2011 Author Share Posted July 1, 2011 It might be the case that you modify some copy of data directory, while the engine is pointed to another one. Take a look at data_path value in the log file. Hi binstream, The data_path is setup correctly, and in fact, we are loading a custom System Sctipt file and custom Unigine.cfg file - those are working just fine. It's just the custom editor script that fails to load. AddCommandLineArgument( "-data_path"); AddCommandLineArgument( "..\\media\\" ); AddCommandLineArgument( "-engine_config"); AddCommandLineArgument( "..\\media\\unigine.cfg" ); AddCommandLineArgument( "-system_script"); AddCommandLineArgument( "..\\src\\UnigineScripts\\unigine.cc" ); AddCommandLineArgument( "-console_command" ); AddCommandLineArgument( "editor_script core\\editor\\editor.cpp && world_load worlds\\world1" ); I have a doubt that this might be related to an error I raised earlier in this forum, but nobody has responded yet to that. 16:14:37 Unigine~# editor_load 16:14:37 Loading "worlds\world1.cpp" 0ms 16:14:37 Image::load_dds(): can't skip mipmaps in "meshes/Gastank/Gastank_Diffuse.dds" file 16:14:37 Image::load_dds(): can't skip mipmaps in "meshes/Gastank/Gastank_Normal.dds" file 16:14:37 Image::load_dds(): can't skip mipmaps in "meshes/Gastank/Gastank_Specular.dds" file 16:14:37 Loading "materials/world1.mat" 3 materials 11ms 16:14:37 Mesh::info_mesh(): can't open "C:/dev/rpg/extern/Unigine/bin/test.mesh" file 16:14:37 Loading "worlds\world1.world" 188ms 16:14:37 Parser::setDefine(): "__EIDTOR_UTILS__" is already defined 16:14:37 Parser::preprocessor(): depth of stack is not zero 16:14:37 Parser::preprocessor(): can't load "core/editor/editor_utils.h" file 16:14:37 Parser::preprocessor(): can't include "core/editor/editor_utils.h" file 16:14:37 Parser::preprocessor(): can't load "core\editor.cpp" file 16:14:37 Loading "core\editor.cpp" 57ms 16:14:37 16:14:37 ---- Editor ---- The " "__EIDTOR_UTILS__" is already defined" error is the one i mean. -a. Link to comment
Guest anet Posted July 1, 2011 Share Posted July 1, 2011 I have checked setting editor_script console command. Everything works except of the case with invalid filename: 1. Put custom editor script inside data directory 2. Load engine application 3. print "editor_script <custom_editor_script>" console command 4. print "editor_load" Also the workaround with putting custom editor script code inside <data_path>/core/editor/editor.cpp works fine for me too. I have a doubt that this might be related to an error I raised earlier in this forum, but nobody has responded yet to that. 16:14:37 Unigine~# editor_load 16:14:37 Loading "worlds\world1.cpp" 0ms 16:14:37 Image::load_dds(): can't skip mipmaps in "meshes/Gastank/Gastank_Diffuse.dds" file 16:14:37 Image::load_dds(): can't skip mipmaps in "meshes/Gastank/Gastank_Normal.dds" file 16:14:37 Image::load_dds(): can't skip mipmaps in "meshes/Gastank/Gastank_Specular.dds" file 16:14:37 Loading "materials/world1.mat" 3 materials 11ms 16:14:37 Mesh::info_mesh(): can't open "C:/dev/rpg/extern/Unigine/bin/test.mesh" file 16:14:37 Loading "worlds\world1.world" 188ms 16:14:37 Parser::setDefine(): "__EIDTOR_UTILS__" is already defined 16:14:37 Parser::preprocessor(): depth of stack is not zero 16:14:37 Parser::preprocessor(): can't load "core/editor/editor_utils.h" file 16:14:37 Parser::preprocessor(): can't include "core/editor/editor_utils.h" file 16:14:37 Parser::preprocessor(): can't load "core\editor.cpp" file 16:14:37 Loading "core\editor.cpp" 57ms 16:14:37 16:14:37 ---- Editor ---- The " "__EIDTOR_UTILS__" is already defined" error is the one i mean. -a. Probably there is some error in your custom editor script. Please attach a piece of your editor script code to reproduce this issue. Link to comment
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