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[Feature] Support loading custom scenes and placing the model in them somewhere #35

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mstarongithub opened this issue Oct 19, 2024 · 2 comments
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enhancement New feature or request

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@mstarongithub
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The idea is that you could specify some .pack file for Godot to load as the sort of environment scene. In there some node is specified as spawn location for the model (and acts as parent node). This would allow creating arbitrary scenes and hooking them up with custom code, making for possibly more immersive experiences. Definitely would open up the doors for many fun ideas.

Note: not a request for an immediate feature (though I am kinda tempted to attempt and make a rudimentary system for that), but rather something in the far future

@ExpiredPopsicle ExpiredPopsicle added the enhancement New feature or request label Oct 19, 2024
@ExpiredPopsicle
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Hiya!

So this is definitely a planned feature already, but the specifics here in your suggestion are good.

You can actually do the core parts of this right now using the modules system, but it's not documented at all. Basically, creating a scene derived from Mod_Base, and built in the Mods directory inside the project, you should be able to add whatever visual elements you feel like, and then when loaded as a module it will instantiate the whole scene.

When exporting the entire project, each separate module should end up in an isolated .zip file along the exported .exe and .pck, and those all get loaded at runtime. This is being done over .pck files because of some API limitations, but also because I wanted it to be easy for people to go in and mess with them even in a build.

This still has the limitation of the character having to exist around the origin, and without any dedicated UI for adjusting positions and stuff, but that's where the functionality exists right now.

@ExpiredPopsicle
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I also have some incomplete material work to make objects do an alpha cutout, so that you can still have a module show up in front of streaming content, and the rest of the background appear to be behind it.

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