Irrlicht Particle Editor

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.

How is the Editor:

Very Good!
13
54%
Good
7
29%
well, there is no alternative
2
8%
bad
2
8%
 
Total votes: 24

DarkWood_Neo
Posts: 52
Joined: Thu Sep 04, 2003 7:45 pm
Location: Germany

Irrlicht Particle Editor

Post by DarkWood_Neo »

I coded a Partikle Editor for the Irrlicht Engine.

You can download it here.

Its not finished, but I think it will be in a few days.
I will write a little Tutorial how to read the Particle Data and how to use the editor. if you are intrested in you can try it out now.
Last edited by DarkWood_Neo on Thu Jan 08, 2004 8:07 pm, edited 2 times in total.
Boogle
Posts: 162
Joined: Fri Nov 21, 2003 3:16 pm
Location: Toronto, Canada

Post by Boogle »

What's it do? Let you change a particle emmiter dynamically to try stuff out? Something else?
Guest

Post by Guest »

I think its very difficult to create big Particle Effekt by typing in some values into the code. with the editor you can create effekts (with more than one emitter!) and edit them. and you can see the result in a window.

if you create a effect you can save it and load into the engine (with a class that i will include in version 1.0).

I'll post some pictures to show what is able to do with the editor.[/img]
DarkWood_Neo
Posts: 52
Joined: Thu Sep 04, 2003 7:45 pm
Location: Germany

Post by DarkWood_Neo »

here are the pics:

Image
Image
Image
Last edited by DarkWood_Neo on Thu Jul 22, 2004 10:28 pm, edited 2 times in total.
DarkWhoppy
Posts: 386
Joined: Thu Sep 25, 2003 12:43 pm
Contact:

Post by DarkWhoppy »

Whoa! Thanks for this, I was planning on coding one to use with my Galactic Racer game but this'll do greatly :D (with an editor it'll shorten the time of me messing with particle effects)
Programmer of the Irrlicht Scene Editor:
Homepage - Forum Thread
Version 2 on its way!!
niko
Site Admin
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Location: Vienna, Austria
Contact:

Post by niko »

wow, very cool!
FleshCrawler
Posts: 108
Joined: Fri Aug 22, 2003 1:04 pm
Location: Kerkrade, Netherlands
Contact:

Post by FleshCrawler »

thats pretty cool :D only problem i got here, it crashes. but that can be my computer ;)
I've been absent for really long, but i'm ready to reign my terror on you once again, mwuahahahahaha
Robomaniac
Posts: 602
Joined: Sat Aug 23, 2003 2:03 am
Location: Pottstown, PA
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Post by Robomaniac »

hm, i can't seem to get it to run. When i run the program after install, i get a message box saying something about it being illegal to distribute w/ micro vis c++ into edition. And then the program loads and crashes.

Thanks in advance

--The Robomaniac
Serg Nechaeff
Posts: 162
Joined: Wed Nov 26, 2003 5:24 pm
Location: Europe

Post by Serg Nechaeff »

great, but how does it work? :lol:
http://www.javazing.com
P-III-950, WinXP, GeForce FX5600 128 MB ForceWare 52.16, DX9, Eclipse IDE, JRE 1.6
DarkWood_Neo
Posts: 52
Joined: Thu Sep 04, 2003 7:45 pm
Location: Germany

Post by DarkWood_Neo »

i try to fix the problem. on my second pc it crashes, too.
Boogle
Posts: 162
Joined: Fri Nov 21, 2003 3:16 pm
Location: Toronto, Canada

Post by Boogle »

How do you load cube.3ds, or do you? If you do, do you use relative path names, or did you specify the full directory location?
DarkWood_Neo
Posts: 52
Joined: Thu Sep 04, 2003 7:45 pm
Location: Germany

Post by DarkWood_Neo »

the cubic.3ds path is relative.

i think the problem is fixed. i updated the download. please try it out.
Boogle
Posts: 162
Joined: Fri Nov 21, 2003 3:16 pm
Location: Toronto, Canada

Post by Boogle »

It is fixed!

However, it seems to hog all my system resources.. other Irrlicht programs don't seem to do this.. any idea why?
DarkWood_Neo
Posts: 52
Joined: Thu Sep 04, 2003 7:45 pm
Location: Germany

Post by DarkWood_Neo »

ok i fixed some problems:

- shutdown bug
- memory-bug, now it should run with not all the memory of the ram :D

there are some bug:

- saving and loading
- gravity affector

I' ll release a newer version this evening, with some more features:

- loading
- saving
- compiling
- Fade Out Affektor
- Gravity Affektor

features planned:

- a timeline
- new special effects
rt
Posts: 150
Joined: Sun Nov 30, 2003 6:54 am
Location: canada
Contact:

Post by rt »

very cool. keep up the good work! :)
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