EditIrr
The file is Settings/Settings.xml
Now i am working on a new feature. it enables you to create cutscenes with EditIrr.
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.
nice i hope you are designing it in a modular way so it can be attached and removed with a glance.ACE247 wrote:Awesome! I just started integratig irrOde.
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.
Hmm .. I thought that was up to me. Are you doing a plugin?ACE247 wrote:Awesome! I just started integratig irrOde.
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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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.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 )
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.
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.Sudi wrote: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.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 )
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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
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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.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.
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.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.
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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:
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.
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.
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.
why does everyone wants to add physics to a sceneEditor??i really don't get it, but great wanna see what it can do.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.
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.