I suppose I would use the ResourceCache to set a resource path?
For the project I have in mind, which is small scale, this could work.
But I imagine you could only have that one base path (otherwise you’d have conflicts), so it would only be usable with one scene (at a time), and not so much for other resource types.
Personally, I was hoping for something along the lines of Blender, where you can specify an external data path relative to the scene file.
[code]Assuming your blender file lives here:
D:\Game\Projects\SomeProject\Scene\waterscene.blend
Instead of referencing the texture like this:
D:\Game\Projects\SomeProject\Scene\Textures\watertexture.png
You add the // prefix like this:
//Textures\watertexture.png
[/code]
Now you can rename or move the Scene folder with it’s contents wherever you want, and the references in the blend file don’t break.
So, for example, I would want to do something like this in Urho:
Data\Scene\waterscene.xml
Data\Material\watermaterial.xml
Data\Textures\watertexture.png
Data\Scenes\WaterScene\waterscene.xml (relative path for material: //materials\watermaterial.xml)
Data\Scenes\WaterScene\materials\watermaterial.xml (relative path for texure: //..\texures\watertexure.png)
Data\Scenes\WaterScene\textures\watertexture.png
Then I could rename the WaterScene folder, or move it into a nested folder or different folder. I guess this sort of thing is not that big a deal for scenes, as much as prefabs/objects, where it would be really useful. And also for setting up a structure conducive for modding. From the perspective of a larger project with many assets, where you’d most likely want to arrange things like OP, and things are liable to get shuffled around a little, and also from the perspective of modding a finished game, having hardcoded paths inside of resources can really be a pain.
I understand if this is something Urho can’t do at the moment, or if it wouldn’t be possible given the engine’s design. I just wanted to ask if it was possible, since it’s a rather (imho) desirable feature/ability.
Edit: forgot the elipse in the texture’s relative path