Has anyone figured out a way to either remove or hide datum added by a dependency?
I've noticed that nearly a third of the time I'm working in the data editor (or in the trigger editor selecting values) is spent scrolling through the millions of data entries added by the campaign dependency. For that matter, about half of my editor crashes occur when opening a dialog to pick a button or some such due to the quantity of useless additions. The only problem with simply not using the campaign dependency is the inconvenience of the editor denying you the selection of assets outside a dependency despite the game still loading assets correctly.* That'd be fine if you could select any model asset in the browser, but you'd have to manually type in/paste the value from somewhere else... additionally, in a map with dozens of custom units, seeing each one in the editor as the placeholder gets a bit confusing.
Unfortunately, Removing Object in the data editor doesn't seem to work for blue/grey data... changing any value on a blue object turns it green and adds it to the map assets; however, removing that item is pointless since they seem to be recreated whenever a data filter changes.
Anyone have any ideas? "Hopefully Blizzard will change X" isn't quite what I'm looking for... but it's the best I've been able to come up with. I'd love it if I could just specify assets from a complete browser without needing the dependency simply because the whole editor seems to run much faster without that massive pack loaded.
Example: Without the campaign dependency, setting a Model to Assets\Units\Terran\ColonistMale\ColonistMale.m3 shows as the sphere placeholder in the editor, but when the map is loaded in game, the model shows correctly. If the game can load the asset without the dependency, isn't it only slowing down and cluttering the editor?
Temporary workaround: Setting the Editor Prefix to "ZZ -" on a single item, filtering data to Liberty Story, selecting everything, and while in table view selecting all of the editor prefix fields (click the first one, scroll all the way over, hold shift, click the last field) and then PASTING the value will set all of the selected items prefixes at once (the editor will hang for a few seconds... ::cough::) WITHOUT setting their source to your map. This means all of your custom units/actors will be at the top of the list, you can still jump through them alphabetically, and you can still filter data to only objects from your map. Not a perfect solution since having the story dependency still adds about 300mb to the editor's memory usage (thereabouts), and load times aren't improved, but you'll spend less time scrolling through junk you don't need.
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Has anyone figured out a way to either remove or hide datum added by a dependency?
I've noticed that nearly a third of the time I'm working in the data editor (or in the trigger editor selecting values) is spent scrolling through the millions of data entries added by the campaign dependency. For that matter, about half of my editor crashes occur when opening a dialog to pick a button or some such due to the quantity of useless additions. The only problem with simply not using the campaign dependency is the inconvenience of the editor denying you the selection of assets outside a dependency despite the game still loading assets correctly.* That'd be fine if you could select any model asset in the browser, but you'd have to manually type in/paste the value from somewhere else... additionally, in a map with dozens of custom units, seeing each one in the editor as the placeholder gets a bit confusing.
Unfortunately, Removing Object in the data editor doesn't seem to work for blue/grey data... changing any value on a blue object turns it green and adds it to the map assets; however, removing that item is pointless since they seem to be recreated whenever a data filter changes.
Anyone have any ideas? "Hopefully Blizzard will change X" isn't quite what I'm looking for... but it's the best I've been able to come up with. I'd love it if I could just specify assets from a complete browser without needing the dependency simply because the whole editor seems to run much faster without that massive pack loaded.
Temporary workaround: Setting the Editor Prefix to "ZZ -" on a single item, filtering data to Liberty Story, selecting everything, and while in table view selecting all of the editor prefix fields (click the first one, scroll all the way over, hold shift, click the last field) and then PASTING the value will set all of the selected items prefixes at once (the editor will hang for a few seconds... ::cough::) WITHOUT setting their source to your map. This means all of your custom units/actors will be at the top of the list, you can still jump through them alphabetically, and you can still filter data to only objects from your map. Not a perfect solution since having the story dependency still adds about 300mb to the editor's memory usage (thereabouts), and load times aren't improved, but you'll spend less time scrolling through junk you don't need.