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Author Topic: Saving scene  (Read 11618 times)
Nemo Krad
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« Reply #15 on: 2006/12/24 05:10:38 »

 Embarrassed
I have just started to look at the actual Scene Editor and have found that it is for the 3D engine rather than the XNA 3D Engine, the example I have given above was written for the XNA engine. I am sure you would be able to adapt it though......  Tongue

I supose I could do an XNA Scene editor with my XML Loader lol, not, I think I best keep my mouth shut  Lips Sealed

lol
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Chr0n1x
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« Reply #16 on: 2006/12/24 07:02:30 »

http://www.ziggyware.com/readarticle.php?article_id=72
There is some info on XML in XNA, check it out, seems pretty good.
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Nelson
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« Reply #17 on: 2006/12/24 13:23:44 »

That's exactly what I do @ the last article.

I mostly use XML for the actual world format. If anyone wants to write their own SceneManager they can probably just inherit the SceneManager interface and load it as a game component or something.
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Nemo Krad
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« Reply #18 on: 2006/12/25 04:57:22 »

Chr0n1x,

That does look good, the XBox obviously does not have a FS like the PC Smiley
So to save and load from the XBox you need to use the StorageDevice and StorageContainer objects.
It looks like it is using a derivative of ISerializable interface to do the job.

I think I am a bit of a control freak as I like to have a bit more control over the serialization so I will probably plug on with my SceneLoader to do what I need.

Thanks for the input guys Smiley
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Chr0n1x
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« Reply #19 on: 2006/12/26 05:24:05 »

They have to control the security on the Xbox so you cannot (to quote from them) "modify your Gears of War saves etc". Also this allows us to save time possibly going through a long process, I do not know how the Xbox HDD works exactly, but I am sure it was done this way for ease and security.
Either way its pretty good, and works well.
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Nemo Krad
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« Reply #20 on: 2006/12/27 03:06:21 »

It's all good stuff, it just means that the stuff I do for the XBox (if any) wont be as config friendly as my PC stuff.
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Nemo Krad
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« Reply #21 on: 2006/12/29 13:42:47 »

If you guys are just serializing objects how are you loading dynamic controls for you assembly?

e.g.

Say you start the game with the following keys:

W = forward
S = backwards
A = left
D = right
Space = Shoot

But your user wants to alter the movement keys so he/she can use the arrow keys?

In the xml I am using I will probably add something like a game element so that these items can be altered by the user and saved.
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Nelson
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« Reply #22 on: 2006/12/30 15:03:01 »

Just edit the deserialized class and reserialize it.
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Nemo Krad
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« Reply #23 on: 2006/12/31 07:06:29 »

Of course.....

Do you ever have that when what you are writing at the time makes sense and seems like a good question to ask, then someone points the obvious stick at it and then you just want to delete it Smiley

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Nelson
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« Reply #24 on: 2006/12/31 10:56:55 »

All time time Wink
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mikeschuld
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« Reply #25 on: 2007/01/01 01:07:01 »

Kinda like that reply there Wink lol Happy new year all
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Celestemmcknight
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« Reply #26 on: 2009/06/07 10:51:45 »

Ok, I have a main scene, lets call this "Main" and my saving scene, lets call this "Save". Ok, I add a scene on Main called Save. Save gets the current scene and saves it into a file. Now, I want it to write Main, not Save. How can I add an overlay, but then make the objects part of the main scene, unless I should make the save menu on every scene, which would be redundent if theres a way to do this. Or should a send a message to something in the scene, like an empty to do the save script? Is there a well known way to do this? I dont to make a save menu on every single level I make, thatll be ineffcient.

Thanks guys ;p

Linkxgl
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