77 lines
3.8 KiB
Markdown
77 lines
3.8 KiB
Markdown
# Migrating from Tooll3
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TiXL is almost a complete rewrite, so many features now work fundamentally differently than in Tooll3. This page walks you through the most important changes:
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* Project Handling
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* User Settings
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* Resources
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## Project Handling
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In Tooll3, your user data and operators were intermixed with the editor files. This made upgrading the editor a real headache, because you had to migrate your projects into the new version.
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With TiXL , this has changed completely: your projects are now gathered in a dedicated **project folder**. By default, this is your Documents folder, e.g.:
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```
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C:/Users/YourName/Documents/TiXL/
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```
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You can adjust this path in the settings menu:
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**TiXL → Settings → Project Settings**
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### Structure of a Project Folder
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In most cases, you probably won’t need to worry about this — but if you’re curious, a typical project folder looks like this:
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* `MyProject/` – The root folder
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* `bin/` – Compiled output; regenerated on each startup
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* `obj/` – Intermediate build files; also regenerated
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* `dependencies/` – Optional folder for large binary assets, DLLs, and drivers required to export your project as an executable
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* `Resources/` – Place all images, videos, shaders, soundtracks, etc. here
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* `images/` – Optional subfolder to group your images
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* `myImage.png` – An actual resource file
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* `ProjectX.csproj` – Project definition file
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* `ProjectX.cs` – Your project’s C# operators
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* `ProjectX.t3` – Operator definitions (inputs, outputs, ops, connections)
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* `ProjectX.t3ui` – UI layout and metadata (comments, sections, layout)
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## Resource Paths
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There are three types of resource paths:
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1. **Relative to your project** — e.g. `images/myImage.png`
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2. **Cross-project reference** — e.g. `/t3/images/frog3.jpg`
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(note the leading `/t3/` to specify the source project)
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3. **Absolute paths** — e.g. `C:/somewhere/something.jpg`
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Although absolute paths are supported when entered manually, we strongly recommend using your project’s `Resources/` folder. It makes exporting and project management easier and ensures that your assets are included in backups.
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### File Picking
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As of v4.0.2, TiXL’s file browser is still a proof-of-concept. A more advanced version is in development.
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When clicking a filepath field in a parameter, TiXL will list all available resources, grouped by project. You can search by filename or path to filter the list:
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## Migrating projects
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We're a still working on a proper import and migration utility (we have some early proof-of-concept but actions like this need thorough testing).
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In the meantime you can copy and paste graphs directly from Tooll3 to TiXL. We worked hard to transfer all library operators and their parameters without breaking changes. However there are a couple of caveats where we decided that changing some parameters or defaults are justified:
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### Point's "W" attribute
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- if you have been building scenes with Tooll you'll have come across the W attribute in points that was used for many magical operations like scaling or affecting effects. This [changed with v3.9.3](https://github.com/tixl3d/tixl/wiki/update.BetterPoints) where we introduced a new Point structure that not only supports Colors but also a scale attribute. In collaboration with @ScreenDream we further optimized this structure to only use the Scale vector to scaling and leave Fx1 and Fx2 (sometimes referred to F1 / F2) for arbitrary effects.
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This has multiple implications that you will need to adjust when converting your graphs to TiXL:
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- Operators like [DrawPoints], [RepeatPointsAtPoints], [RepeatMeshAtPoints], etc. no longer automatically applies W (now Fx1) as a scale factor. You need to set the `.ScaleFactor` to Fx1 in these cases.
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