Organizer panel

(Difference between revisions)
Jump to: navigation, search
Line 5: Line 5:
The Organizer Panels are:
The Organizer Panels are:
* [[#Area Organizer|Areas]]
* [[#Area Organizer|Areas]]
* [[#Server Prototype Organizer|Server Prototypes]]
* [[#Prototype Organizer|Server Prototypes]]
* [[#Server Script Organizer|Server Scripts]]
* [[#Script Organizer|Server Scripts]]
* [[#Client Prototype Organizer|Client Prototypes]]
* [[#Prototype Organizer|Client Prototypes]]
* [[#Client Script Organier|Client Scripts]]
* [[#Script Organizer |Client Scripts]]
* [[#GUI Editor|GUI XML]]
* [[#GUI Editor|GUI XML]]
* [[Package groups]]
* [[Package groups]]

Revision as of 20:33, 5 November 2012

The Area Organizer Panel
The Organizer Panels serve as a methods to organize areas, prototypes, scripts, and GUIXML files. It provides a quick overview of what has been created and where it is stored. Note that removing an item from the Organizer Panel, will not delete it -- it simply removes it from the hierarchy.



The Organizer Panels are:

Script tabs

The Server Scripts and Client Scripts tabs allow for organization of HSL scripts in the Server GOM and Client GOM. By default when a script is created, it is added to the main folder of the organizer.

Removing scripts from the organizer does not delete them, it simply takes them out of the organizer. To delete a script, use the Script Editor.

Right-click menu

A unique option on the script's right-click menu is "Assume Ownership". When you select this option, it will set the owner of the script to your account. The only place this ownership shows up at this time (May 2008), is in the script picker itself.

(Need a few more pictures and a little bit of text on any option that is unique to the script organizers tab)

Prototype tabs

The prototype organizers for server and client allow you to organize the various prototypes. There are no special features for the prototype organizer, other than the usual options for Information, Remove, Cut, and Copy.

Some prototypes will be associated with Spec Oracles. For example, you may see a folder labeled Fx Specs, with specs such as _FxSpec### The number of each item will be associated with the SpecKey numbers in the FxGUI. Other prototypes may be associated with other Spec Oracles, as can be viewed in the HotSpot Menu under "Tools".

Some prototypes are associated with Asset Types. When artists create objects to be placed in the Repository, each such object is associated with a basic asset type. When a game designer seeks to instantiate one of those objects, HeroEngine uses the prototype associated with that specific asset type.

 (for non-obvious prototypes, how are they modified/deleted?)



The GUIXML tab of the Organizer panel is used to organize GUI Control types (sometimes called "Prototypes")

Clicking on a control in the organizer is context-sensitive.


Personal tools