Using Godot 4.3.stable and C# for everything.
I have a custom file format from very old assets (90s, not Doom) which I know 99% of the file format. Given copyright stuff, I don't want to embed old game assets in my project. But I would like to allow people copy them into a specific directory and be able to load them.
Through ResourceLoader.AddResourceFormatLoader I am able to open those files in the editor, and they show up and can inspect them. But when I try to make them show up in a new scene, its impossible unless I am running the game. I would like them to show up in the editor. The resources I am dealing with are textures/materials/meshes/meshes_with_bones/animations. What I have tried:
- In game, I can use those resources to create a "scene" (sub-node-tree) and add them to the current tree. This works, but I want to go further.
- In editor, I can open the resources on the Inspector Panel, but I can't do anything with them, like create an instance in the current editor, and using them in a new thing is quite cumbersome. Copy pasting paths is hard
- In editor, I converted the "character" models with animations to a
PackedScene, but they still can't be opened or instantiated. - In editor, the C# class that derives from
PackedScenehas anInstantiatemethod that can create what I need, but I can't still do anything.
This sums up my path more or less, and I am lost. I know it is not a common problem.
Please help
