Controlling the large volume of custom objects I have accumulated over the past several years has become a real problem. For the most part it is of my own doing and the recent debacle with Block Island and Montauk is an example.
When I do a new scenery that requires custom built objects, they are ultimately placed in the scenery folder for that project along with the required texture files. Once complete and ready to package and upload, everything is right there and no outside object libraries are required. . .very efficient. Next project comes along and new objects built and placed inside that scenery folder, and on and on and on.
At a point, way back when I started using odds and ends from previous projects to keep from building new objects. So I copy those borrowed objects and textures and place them in the new scenery folder. Do that a few dozen times and now when I go to do a scenery project and load Instant Scenery3 even though the objects I need are in the current scenery folder. . . .they are also in 5 other scenery project folders. . .and all the objects have kept the same original name. Instant scenery spots the object, I place it and once the project is done I sometimes check the list of objects used in a menu within IS3. What I find is that many of the reused objects are being loaded not from the current folder, but from one of the other projects.
Instant Scenery just looks for an object name and loads it. Just because I have the correct object bgl's in my current project scenery folder doesn't mean that's where it will load it from. . .because that same object is in 5 other projects I did previously.
My question is this. . .with the massive amount of custom built objects that you folks accumulate over years of building, how do you maintain control of those objects. Do you make a separate "Custom Objects Folder" for scenery bgl's and textures and only load via Instant Scenery from that one folder or is there some other way to get all these objects under control?
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