Future plans for import from Celtx
Re: Future plans for import from Celtx
Hey Tony!
When could we expect the new version?
When could we expect the new version?
Re: Future plans for import from Celtx
I'll try to get it out as a separate patch by the end of next week.
Re: Future plans for import from Celtx
Hello Tony! Happy new year!
Any news regarding this development?
Any news regarding this development?
Re: Future plans for import from Celtx
Hi,
The patch is ready. We're experiencing an Internet outage in our area that delayed posting of the patch. I should be able to post it later today.
The patch is ready. We're experiencing an Internet outage in our area that delayed posting of the patch. I should be able to post it later today.
Re: Future plans for import from Celtx
Ok, no problem. Thanks for the update
Re: Future plans for import from Celtx
Hi,
Please try this patch:
DS_Celtx3Patch_2023-01-02.unitypackage
It has two changes:
1. Custom breakdown types are no longer imported with the field title "BreakdownCustom". Instead, the field title is the breakdown type name.
2. Added an option to importer window to import Gameplay nodes (except [SEQ], [COND], and [SCRIPT] nodes) as separate, empty dialogue entry nodes.
If you notice any issues or something in these changes that don't work the way you need, please let me know.
Please try this patch:
DS_Celtx3Patch_2023-01-02.unitypackage
It has two changes:
1. Custom breakdown types are no longer imported with the field title "BreakdownCustom". Instead, the field title is the breakdown type name.
2. Added an option to importer window to import Gameplay nodes (except [SEQ], [COND], and [SCRIPT] nodes) as separate, empty dialogue entry nodes.
If you notice any issues or something in these changes that don't work the way you need, please let me know.
Re: Future plans for import from Celtx
Hi Tony!
Thanks for the patch!
The first change works perfectly, I can see that the imported breakdown field keys have the name of the custom type created in celtx.
The second change doesn't seem to work as intended. From what I understood, the ProcessSequenceNodePage does indeed create a new node the empty gameplay node, but it is then updated with the next dialogue in the sequence, instead of creating two separate nodes.
Here's the JSON file that I'm using for testing purposes
Thanks for the patch!
The first change works perfectly, I can see that the imported breakdown field keys have the name of the custom type created in celtx.
The second change doesn't seem to work as intended. From what I understood, the ProcessSequenceNodePage does indeed create a new node the empty gameplay node, but it is then updated with the next dialogue in the sequence, instead of creating two separate nodes.
Here's the JSON file that I'm using for testing purposes
- Attachments
-
- Script DsuImportTest(8).zip
- (13.24 KiB) Downloaded 27 times
Re: Future plans for import from Celtx
Hi,
Thanks for the test data. I'll check this and make the necessary changes.
Thanks for the test data. I'll check this and make the necessary changes.
Re: Future plans for import from Celtx
Hi Tony!
Any estimation for when the update will be available?
Thanks in advance!
Any estimation for when the update will be available?
Thanks in advance!
Re: Future plans for import from Celtx
Working on it today. Should have an update for you later today.