Bad Sector
Arcane
- Joined
- Mar 25, 2012
- Messages
- 2,334
Nathaniel3W is this a UDK/UE3 thing? I've only used UE4 (and TBH not much) and i don't really remember archetypes, though AFAICT from your description it sounds like the "classes" you make as assets which are basically subclasses of classes you defined either in C++ or via another asset (pretty much always as a blueprint).
In Little Immersive Engine you can only place "entities" in the world and there are no entity subclasses, instead the entities can have "elements" and those elements are what provide the actual functionality: lightsources, static meshes, brushes, sectors, environment areas, etc. These are subclasses of a base "element" class. For example a "TV set" entity could be made up of a mesh element for the TV set itself, a light source element for the screen's glow and a sound emitter element for the audio the TV makes.
In general the world in Little Immersive Engine is made up of "layers" with a root layer right under the world instance itself. The layers can have other sublayers as well as entities and the entities can have elements. Layers and entities are not subclassed whereas elements are. These are all serializable objects whose properties can be edited, usually via a property editing panel (the one under "Properties" in the right sidebar).
An entity mold actually contains element instances (i.e. they are serialized instances of element subclasses), for example the entity mold shown at the left side/window of the image i posted has 10 elements: 9 brush elements (brushes are used for simple geometry ala Quake 1) and one light source element. Since each element is an object instance, their properties can be edited too - in the left side/window in the image the properties of the light source element are edited.
From your description (and assuming my understanding is correct) it'd be possible to do something similar to archetypes by creating a new entity mold asset per "archetype" and specifying different values for the properties for the elements that make up the entity's element.
In Little Immersive Engine you can only place "entities" in the world and there are no entity subclasses, instead the entities can have "elements" and those elements are what provide the actual functionality: lightsources, static meshes, brushes, sectors, environment areas, etc. These are subclasses of a base "element" class. For example a "TV set" entity could be made up of a mesh element for the TV set itself, a light source element for the screen's glow and a sound emitter element for the audio the TV makes.
In general the world in Little Immersive Engine is made up of "layers" with a root layer right under the world instance itself. The layers can have other sublayers as well as entities and the entities can have elements. Layers and entities are not subclassed whereas elements are. These are all serializable objects whose properties can be edited, usually via a property editing panel (the one under "Properties" in the right sidebar).
An entity mold actually contains element instances (i.e. they are serialized instances of element subclasses), for example the entity mold shown at the left side/window of the image i posted has 10 elements: 9 brush elements (brushes are used for simple geometry ala Quake 1) and one light source element. Since each element is an object instance, their properties can be edited too - in the left side/window in the image the properties of the light source element are edited.
From your description (and assuming my understanding is correct) it'd be possible to do something similar to archetypes by creating a new entity mold asset per "archetype" and specifying different values for the properties for the elements that make up the entity's element.