Mesh Material Editor Plugin
Mesh Material Editor Plugin
Dlangdev said:
I have made several mockups and here is just one of them. Maybe you can tell if you can easily figure it out without even asking what it is. Because that's my goal, the form should be obvious to the user, it should communicate with a clear message.
Let's do some design mock-ups first and see what parts of the code will overlap.
By the way, we can take this conversation private, I don't want to waste resource by posting in this thread, but if it is OK with you I can post public in any thread you want to setup.
I have made several mockups and here is just one of them. Maybe you can tell if you can easily figure it out without even asking what it is. Because that's my goal, the form should be obvious to the user, it should communicate with a clear message.
Let's do some design mock-ups first and see what parts of the code will overlap.
By the way, we can take this conversation private, I don't want to waste resource by posting in this thread, but if it is OK with you I can post public in any thread you want to setup.
I think if you don't understand what colour and normal maps are then you shouldn't be using it
Colour map/Diffuse map is the texture applied to the mesh to give it a colour, so sydney.bmp is the colour map for sydney.md2.
Normal map is for normal mapping, definitely don't need to worry about that if you don't know what normal/bump mapping is.
Colour map/Diffuse map is the texture applied to the mesh to give it a colour, so sydney.bmp is the colour map for sydney.md2.
Normal map is for normal mapping, definitely don't need to worry about that if you don't know what normal/bump mapping is.
save into an xml file i guess
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That's a good point, once a material is modified there should be a code to save it back to the file. But I don't think there are any at the moment.pera wrote:How do you save selected data?
It may be good to use the irr file format and save the modified values in there.
Also, here is another screenshot. FPS and Maya cameras were tested in this screenshot.
A few items were added:
1) Vertex color image button was added.
2) File open image button got added.
3) Preview bitmap added.
Vertex and File Open image buttons has code behind them that will set the color of the bitmap to the color selected and the other will populate a textbox with the filepath of the texture.
1) Vertex color image button was added.
2) File open image button got added.
3) Preview bitmap added.
Vertex and File Open image buttons has code behind them that will set the color of the bitmap to the color selected and the other will populate a textbox with the filepath of the texture.
cool... so it saves the settings into .irr file? and i see that you put the word "fixed function" so i guess there will be another one for shader am i right.
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so you have a scene in editor, you select a model in the scene, and then you chose Material Configuration from menu or context menu, is that how it works? Then when you click save, material info are first stored to selected scene node, then later when you save the whole scene, material data is automatically saved to irr scene with the selected mesh data? I don't know if these material attributes are already meshscenenode's class members that get serialized automatically?
Yes, that is correct.pera wrote:so you have a scene in editor, you select a model in the scene, and then you chose Material Configuration from menu or context menu, is that how it works?
Yes.pera wrote:Then when you click save, material info are first stored to selected scene node, then later when you save the whole scene, material data is automatically saved to irr scene with the selected mesh data?
Good question, I haven't looked into that part, though I remember writing a test program for serializing data members. I don't have an answer for that and it will be probably take a few more weeks to get to that level of testing.pera wrote:I don't know if these material attributes are already meshscenenode's class members that get serialized automatically?