EditIrr

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Should we keep working on this?

yes
82
94%
no
5
6%
 
Total votes: 87

sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

The file is Settings/Settings.xml

Now i am working on a new feature. it enables you to create cutscenes with EditIrr.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Awesome! I just started integratig irrOde. :D
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

ACE247 wrote:Awesome! I just started integratig irrOde. :D
nice i hope you are designing it in a modular way so it can be attached and removed with a glance.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

I'll keep that in mind. :wink:
Brainsaw
Posts: 1183
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

ACE247 wrote:Awesome! I just started integratig irrOde. :D
Hmm .. I thought that was up to me. Are you doing a plugin?


Btw: didn't (yet) download the Alpha, but are there big differences between the IrrEdit and EditIrr plugins code-wise? Would be nice to just take the IrrEdit plugins, add them to a gcc project and be ready. I got quite a lot of IrrEdit plugins because I use this editor to set up almost everything for my levels (irrOde plugin, preview camera paths, respawn nodes, my managed shadows, a "vertex align plugin" and some more I do currently not remember ;) )
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sudi
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Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

Brainsaw wrote: Btw: didn't (yet) download the Alpha, but are there big differences between the IrrEdit and EditIrr plugins code-wise? Would be nice to just take the IrrEdit plugins, add them to a gcc project and be ready. I got quite a lot of IrrEdit plugins because I use this editor to set up almost everything for my levels (irrOde plugin, preview camera paths, respawn nodes, my managed shadows, a "vertex align plugin" and some more I do currently not remember ;) )
only difference is the main function...the rest is the same. big difference is its missing the play feature bc we thought its senseless...but if the demand is there we will implement it.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Brainsaw
Posts: 1183
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

Sudi wrote:
Brainsaw wrote: Btw: didn't (yet) download the Alpha, but are there big differences between the IrrEdit and EditIrr plugins code-wise? Would be nice to just take the IrrEdit plugins, add them to a gcc project and be ready. I got quite a lot of IrrEdit plugins because I use this editor to set up almost everything for my levels (irrOde plugin, preview camera paths, respawn nodes, my managed shadows, a "vertex align plugin" and some more I do currently not remember ;) )
only difference is the main function...the rest is the same. big difference is its missing the play feature bc we thought its senseless...but if the demand is there we will implement it.
Do you mean the plugin that "starts the game"? This one is not necessary from my point of view, but maybe an option to start an external program with a commandline parameter would be nice to get that functionality. But that's imho not really important.
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3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

Yeah, I was thinking an external program start on export would be good also, I just didn't know how many other people wanted it.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

@Brainsaw: Yes well, mainly I guess it would be up to you to integrate irrOde into EditIrr since you created it. :)
But I will still try my hand at doing so though.
Firstly I'll be adapting the plugin.
Brainsaw
Posts: 1183
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

3DModelerMan wrote:Yeah, I was thinking an external program start on export would be good also, I just didn't know how many other people wanted it.
Would be nice to have an instant test. I've been thinking about creating a "game" plugin for IrrEdit but I never found the time to.
ACE247 wrote: @Brainsaw: Yes well, mainly I guess it would be up to you to integrate irrOde into EditIrr since you created it. Smile
But I will still try my hand at doing so though.
Firstly I'll be adapting the plugin.
If Sudi's comment is correct it shouldn't be a big issue ... just take the sources used in the plugin, add them to a gcc project, don't forget to add a necessary #define (something like _IRR_ODE_PLUGIN ... am currently at work so I don't have the code here) and compile. That should mainly be it.
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sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

yeah he will actually have to write an entry point to the dll. but just take a look at the example plugin its really straight forward...

Example:

Code: Select all

#include "IEditIrr.h"
EDITIRR_PLUGIN_ENTRY
{
    editor->log("Hi! i am the DLL!!");

    //now you can add scenenode factories
    editor->addCustomSceneNodeFactory(factory);

    //or animator factories
    editor->addCustomSceneNodeAnimatorFactory(factory);

    //or even lightmanagers which can be selected inside the editor Edit->Change Lightmanager
    editor->addCustomLightManager("LIGHTMANAGERNAME", lightmanager);
}
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Will upload it this evening at say 6 GMT.
Got to do some other things before i get to this.
cobra
Posts: 371
Joined: Fri Jan 23, 2009 2:56 am
Location: United States
Contact:

Post by cobra »

Great work, guys!

I'll take a look at the code here in a bit. I will definitely contribute to this project if I find something to contribute. Maybe an irrBullet plugin.

Good work guys. It's nice to have it open source, too.

Also a suggestion... perhaps you could have it execute a script for exporting? The same as Blender does. That would be excellent for the editor. :D
Josiah Hartzell
Image
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

cobra wrote:Great work, guys!

I'll take a look at the code here in a bit. I will definitely contribute to this project if I find something to contribute. Maybe an irrBullet plugin.

Good work guys. It's nice to have it open source, too.

Also a suggestion... perhaps you could have it execute a script for exporting? The same as Blender does. That would be excellent for the editor. :D
why does everyone wants to add physics to a sceneEditor??i really don't get it, but great wanna see what it can do.

Anyways bc of the script yeah sure i will add a easy way to run scripts. but before that i have to expose enough stuff so it actually makes sense. the current svn has a little bit more scripting going on. right clicking when a scenenode is selected will bring up a context menu which is defined in scripts/objectMenu.lua
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

I'm already seeing this becoming the main Irrlicht Scene Editor. :D
Another cool feature would be adding Irrklang, or some other sound library.
And unfortunately I wont be able to finish that irrode plugin today though.
However I will have an Irrklang and ode plugin by tomorow. :D
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