SoulRider wrote:I am aware the entity disappears when I deselect it, that is not an issue,as I just reselect the entity from the entity list.
I am not trying to assign a brush to an entity, I am trying to rescale the 16x16x16 entity marker that appears when a new entity is created. I can succesfully transform it (move and rotate), However there is no option to scale the object.
I was thinking about creating a scale component, but was wondering if it was worth adding it to the transform component. Most component systems I have seen online have a scale included in the transform component.
Well... the cubic entity marker that you see is just an indicator for the presence of the entity, that is, it's origin point. I would have preferred to render an icon instead (e.g. a light bulb icon if the first component is a Light component), and in fact it is on my TODO list, but this has to wait until more pressing things are done.
With the Selection tool you can move the entity (its origin), and rotate it (change its orientation). The Selection tool also supports scaling, but as you have already found out, the cubic box refuses to scale, because it seems like scaling an entity's representation, which underneath is nothing but an origin point and an orientation, is little useful.
In order words: What do you want to achieve with a scaling operation?
Initially I thought you'd like to (re-)shape the trigger volume, but that is done with the "brush" map primitives that in turn are associated with / are a part of the trigger entity.
As another example, if you consider an entity with a Model component, you will find a Scale variable that, as one expects, allows to set the scale of the model.
Maybe I misunderstood you, but I cannot quite see how a generic support for scaling (e.g. at the level of the Transform component) would be useful? Or were you looking for a "gizmo" that could be used to increase the size (scale) of the trigger volume?
I have noticed a slightly different problem, with compiling maps and auto-running the engine from CaWE.
[...]
Every time I launch, I always end up on the main menu with the 'kidney' map displayed, which only exists in the 'deathmatch' path. I can't see anything which would force deathmatch to override the svGame "Duel" setting. Is there direct paths specified in the GUI?
That is unfortunately right. The by far easiest and quickest solution to this problem is to open file
Games/Duel/GUIs/MainMenu/MainMenu_main.cgui
in the text editor, and search for all occurrences of "DeathMatch", replacing them accordingly.
Also, it appears the GameLibs argument in CompilerSetup.py is no longer used?
That's right, this is no longer needed because thanks to the component system, there is no longer any game-specific C++ code that must be linked to the core engine executable. In the template file
CompilerSetup.py.tmpl
, the relevant section was removed in
commit 7eb638b, and you can remove these portions from the
CompilerSetup.py
file too if you wish.
Sorry for the long posts and questions, they will ease off eventually
No problem at all, don't worry about many or long questions, I'm happy to help!