Can you only have one Content Set active at a time in the Content Directory Manager?
mostlyhuman
Posts: 93
Seems like I can only have one radio button active at a time which seems odd. If this is indeed the case where can I put in a feature suggestion to allow multiple content sets to be active at once?
Cheers!
Comments
You can have more than one Library, so you can include different ones in each Set.
Just checked in DS you can click New under Content set and add a separate cluster from the looks of things it adds another content set underneath the first. Not sure how that would look in the categories section but could be useful when creating a new product.
Just tried it and you do have to select one or the other which in my opinion does defeat the purpose of have separate content sets. It would be easier to use the add a directory option and simply keep content separate that way.
What is it you want - the ability to merge two distinct sets? That seems a fairly arcane feature, but might be doable via script. However, it doesn't make sense to literally have two sets active at once - at least two elements (the database location and the Connect data location) must be unique, and the ordering would be ambiguous.
You make a complete set of all your content directories, then you save that as a named set called "Everything". When you want a sub-set you go through "Everything" and click on the stuff you want then accept that. If, subsequently, you want a record you just save that set as an appropriately named set.
It's content directories that are the things that are merged; content sets are collections of content directories. What would help is if content directories had some sort of requirements list; so including one would pull in the others that are required. I don't think it's possible to script that, given the way Turbo Loader works (it has to have a blank scene and a character to find the dependencies.)
Nope, one directory set at a time.
That's not going to change anytime soon either.
One of the problems with DS is that it can't load morph data after an asset is loaded. This has existed, AFAIK, since it's inception, and can't be fixed without massively breaking the software.
For anybody that's going to say the previous generations didn't have this problem and bring up 'powerloader', no, it worked exactly the same, the only difference is that genesis moves that to a 'behind the scenes' operation.
Most previous generation morph packs came in two varieties, those that required the DzCreateExPFiles script to be run, which added the channels to the base figure, or used the PBMCC/PBMDC slots already present in the figure.
If you tried to load an asset without having run the script, it wouldn't work.
The PBMCC/PBMDC, createed all sorts of fun with different assets being assigned to the same channels.
Was always fun to turn Victoria 4 into an escher painting when loading conflicting morph packs.
A script could add a new morph channel and populate it, at least in principle (and so could a plug-in), so it would be potentially possible to read in new morphs. It would not, I think, be a practical way of doing the task and might not be ideal from a peformance view.
"in principle", we can do any thing, reality has a tendency to smack us up side the head with a 2x4 and tell us 'no'.
This is, imho, one of those situations.