I'm trying to implement a custom resource type (specifically, a "WorldMap" type, which will first load a "filename.map" file and then load sub-resources as needed according to the contents of the file). Registering the type itself (via a plugin) seems to work fine, but I'm obviously missing a step between declaring the resource type and tying up the "map" file extension so that load() can find it. Right now,
load("res://world/map/default.map") returns the following on the console:
ERROR: No loader found for resource: res://world/map/default.map
Skimming through resource_loader.cpp, I seem to need to implement some
ResourceFormatLoader class and register it with
ResourceLoader? Google gets me exactly zero useful hits for any of this, however.
I'm trying to do this in pure GDscript, but I don't mind diving into pure C++ code or a mix if that's required. I'd just prefer not to.
Software used: Godot 3.0 stable mono, 64bit, Windows.