On 18/11/2015 at 12:15, xxxxxxxx wrote:
Hi,
I am coming back to this finally as I am working on it right now but it doesn't seem to work.
As mentioned I am in a SceneHook::Execute. I have reacted to MSG_GETALLASSETS and CLEARSUGGESTEDFOLDER (I know there will be no duplicate asset names so I am not handling RENAMETEXTURE yet...it's not thrown as I am at least printing that out in case).
Testing this with "Save Project with all assets" works without problems. All my custom assets are copied over to the scene folder and the paths are correctly removed during CLEARSUGGESTEDFOLDER leaving only the asset names.
However, I am stuck with the NetRenderGetFileFromServer call which should get the asset from the server on demand (so I can load it myself). It always returns false though. I am using something like:
Filename tr_output_filename;
NetRenderService* glb_service = GetGlobalNetRenderService();
if(glb_service && glb_service->IsRunning() && NetRenderGetFileFromServer(glb_service, assetname.GetFileString(), tr_output_filename))...
I have no clue if that's supposed to work or if it's correct. I can't find any other way to get a NetRenderService pointer or any other information concerning this.
Can somebody shed some light how the function is supposed to be called from a scene hook? Is my assumption correct that it will ask the server to copy the asset with the given filename to the client machine (specifically to the folder where the scene file asset itself was copied to)?
Using "Team Render to PV" the assets don't seem to be copied over to the client (roaming folder c4d/teamrender client/users/client/pv).
I have some more TR related questions but let's stick with this one for now.
Thanks in advance