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
At: core\io\resource_loader.cpp:186
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.