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| 29 Jun 2012 01:06 PM |
Does anyone know if there is a script that converts blocks to text?
It could be similar to the xhtml files roblox places are saved as, but another script should be able to decompile them into bricks when certain conditions are met.
I'm asking for such a script as my project is constantly limited by the maximum object number roblox engine can handle. I figured this may be a way to bypass the limit; furthermore, by not rendering these bricks and having them be static in essentially texts, I figured some physics calculations can be saved.
thanks for the help |
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| 29 Jun 2012 01:25 PM |
| 12 reads and no replies. Either nobody knows how to do this, or I'm breaking forum courtesy somehow and everyone's deliberately ignoring the thread. |
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| 29 Jun 2012 01:28 PM |
> the xhtml files roblox places are saved as,
You mean XML, HTML is for browsers to parse and display as web pages. |
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| 29 Jun 2012 01:30 PM |
My bad, it's xml. I was probably thinking of something else while typing it.
Even so, is there any way to write a script that does this? |
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| 29 Jun 2012 01:34 PM |
| Yes. In fact, I've made an XML parser that turns XML code into game objects- I'll make that model public for you in a second. The only problem is, it cannot turn game objects into XML code, that would be a little bit trickier. |
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| 29 Jun 2012 01:35 PM |
Here it is. It's usable, but only about 60% done.
http://www.roblox.com/XML-to-Game-Converter-V0-6-item?id=73401105 |
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| 29 Jun 2012 01:36 PM |
Oh, thanks a lot for the help. Why would turning game objects into XML be more tricky? Wouldn't that simply be the reverse, except there's no need to insert objects?
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| 29 Jun 2012 01:38 PM |
| Actually, never mind. It just occurred to me that I could simply copypasta the saved roblox XML code in there, and not have it removed even when the object is spawned. It would double memory usage, but what can you do :P |
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| 29 Jun 2012 01:39 PM |
| Wait. Are you storing *only* bricks, or other objects too? Even other objects parented in bricks or vice versa? |
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| 29 Jun 2012 01:43 PM |
Actually, what I needed is something to "archive" unused game assets into a text file. Once a player is close enough to the location, they're "extracted" so that they can be loaded into the game engine. Once the player is far away enough, it would remove the objects and recompile them into text.
This means, yes, I do need more than bricks to be archived. I just looked at the code, and it seems it only handles bricks. |
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