Particle Editor (current version: debug 0.2.162)

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
deesine
Posts: 104
Joined: Fri May 12, 2006 9:19 am

Particle Editor (current version: debug 0.2.162)

Post by deesine »

I'm editing this post for easier access to latest release and news.

Latest release:
debug build 0.2.162
I didn't include the media files in this release, grab 0.2.161 package first.

v0.1:
[URI missing]

Todo/feature-lists:
NOTE I'm not updating this ATM, I'll update it with the next major/minor version

v0.1:
  • [x] Saving & loading presets to an xml-style format.
    [x] Saving as c++ code (simple).
v0.2:
  • [x] Multiple particle systems.
    [x] List window for selecting individual particle systems, bounding box will show for current selection.
    [x] Update emitter (create new emitter now adds a whole new system at current position instead).
    [/] Loading of custom backgrounds, for interactive placement of particle nodes.
    [x] Settings window for pos, rot and scaling the environment.
    [/] Add controls for affectors and missing features for particle creation.
    [ ] Saving of all current particle systems in the world to a c++ style document.
    [x] Slider controls for offsetting the 3d cursor for more precise placement (inside geometry for instance).
    [ ] Saving 3d cursor positions for later use.
    [ ] Deleting individual particle systems.
    [ ] Storing multiple particle systems in sets/groups.
    [ ] Saving & loading a world with already placed systems and environment.
    [ ] Billboard placement.
Screenshots:
v0.1:
[URI missing]

v0.2:
[URI missing]


--------------------------------------------------------------------------------
Original post :

This is my first post, so hello to all members of the Irrlicht community :)

I've been lurking for a while, I've found the forums a big help in my personal irr-project, and decided to give something back to the community. I took the day off from my bigger project to start writing a particle editor for it, that was before I searched the forums and discovered at least one other is in the works.. Anyway, I've decided that I'll release the full source of the editor when I'm "finished" with it, so people can add/change things to their liking. I'll also drop a few compiled versions for those who doesn't want to compile the project :)

FYI. I'm more of an arist than a programmer, but coding has been my hobby for about as long as drawing has.

A couple of screenshots of what I've got so far:

[images removed]

A few things I intend to add:
  • Saving & loading particle systems, presets etc. to an xml-style format.
    Saving as c++ code.
    Loading of custom backgrounds, for interactive placement of particle nodes. (this I already have in my bigger project)
Hopefully I'll have most of that fixed in a day or two. I'll see if I come up with something else :)

Comments and suggestions are welcome. Cheers.
Last edited by deesine on Sat Sep 15, 2007 8:45 pm, edited 17 times in total.
TheGameMaker
Posts: 275
Joined: Fri May 12, 2006 6:37 pm
Location: Germany

Post by TheGameMaker »

looks very nice! well done!
Cleves
Posts: 224
Joined: Mon Sep 08, 2003 6:40 pm

Post by Cleves »

Yep, looks good. Nice work. :D
Jin
Posts: 7
Joined: Tue May 16, 2006 4:15 pm
Location: Ontario, Canada

Post by Jin »

I'm also looking forward to this, it looks very nice, keep up the good work! :D
deesine
Posts: 104
Joined: Fri May 12, 2006 9:19 am

Post by deesine »

Cheers guys. I've been bullied around by string pointers and have struggled to make any progress today. Saving/loading of presets is almost done, some weirdness I have to sort out. And saving to c++ is done already.

Hope to post a first version up for you guys to try tomorrow :)
deesine
Posts: 104
Joined: Fri May 12, 2006 9:19 am

Post by deesine »

OK, I think I'm ready to release a first test version, so you guys can have a go with it.

Image

A couple of things to note that may cause the program to behave badly:
  • * Change the name before adding a new preset, don't use "Default".
    * Don't include spaces in preset names.
Pressing TAB will change camera between FPS & Maya.

Comments & critique most welcome ;)
Last edited by deesine on Sun May 28, 2006 1:27 pm, edited 1 time in total.
JP
Posts: 4526
Joined: Tue Sep 13, 2005 2:56 pm
Location: UK
Contact:

Post by JP »

That looks awesome! Congratulations!
Image Image Image
deesine
Posts: 104
Joined: Fri May 12, 2006 9:19 am

Post by deesine »

Thanks JP.

I've fixed so that selected material type actually is saved the the cpp file. I'll see about adding what I had intended, which would be custom scenery and multiple particle systems at this point.

But for now I'll just drop the bin & src for the current version, so here you go guys:

(Download at next page)
Last edited by deesine on Tue May 30, 2006 6:28 am, edited 1 time in total.
nutpor
Posts: 31
Joined: Sun Jun 12, 2005 5:06 pm
Location: Behind You ^_^

Post by nutpor »

I can't run your binary. It says "Application Error - The memory could not be read". :cry:
JPulham
Posts: 320
Joined: Sat Nov 19, 2005 12:06 pm

Post by JPulham »

Me Too :cry:
pushpork
deesine
Posts: 104
Joined: Fri May 12, 2006 9:19 am

Post by deesine »

Hmm, that's bad news. And I wouldn't know what's causing it with that little information, I've only tried it on one other comp, without problems. Any chance I could get the last output to the console window? Might help if you guys pasted it here. Or does it never get as far as that even? :?
JPulham
Posts: 320
Joined: Sat Nov 19, 2005 12:06 pm

Post by JPulham »

address: 0x4057AE
file to be sent to microsoft:

Code: Select all

<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="Irrlicht Particle Editor.exe" FILTER="GRABMI_FILTER_PRIVACY">
    <MATCHING_FILE NAME="Irrlicht Particle Editor.exe" SIZE="102400" CHECKSUM="0x9DDC3197" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="05/28/2006 13:24:04" UPTO_LINK_DATE="05/28/2006 13:24:04" />
    <MATCHING_FILE NAME="Irrlicht.dll" SIZE="966656" CHECKSUM="0x5E7433F3" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="05/03/2006 07:17:19" UPTO_LINK_DATE="05/03/2006 07:17:19" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
    <MATCHING_FILE NAME="kernel32.dll" SIZE="983552" CHECKSUM="0x4CE79457" BIN_FILE_VERSION="5.1.2600.2180" BIN_PRODUCT_VERSION="5.1.2600.2180" PRODUCT_VERSION="5.1.2600.2180" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.2180 (xpsp_sp2_rtm.040803-2158)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFF848" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.2180" UPTO_BIN_PRODUCT_VERSION="5.1.2600.2180" LINK_DATE="08/04/2004 07:56:36" UPTO_LINK_DATE="08/04/2004 07:56:36" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>
dunno if this will help :roll:
pushpork
deesine
Posts: 104
Joined: Fri May 12, 2006 9:19 am

Post by deesine »

Sorry mate, doesn't tell me much, do you get anything from this window:

Image

Does it show up? If it does, what does it say?

//Edit
I'm compiling a debug version and having a look around in the meantime.
I haven't been able to get gdb to work properly with C::B yet, but I'm gonna try something else.
JPulham
Posts: 320
Joined: Sat Nov 19, 2005 12:06 pm

Post by JPulham »

Image
here you go
pushpork
mandrav
Posts: 117
Joined: Sat Aug 27, 2005 8:29 pm
Contact:

Post by mandrav »

deesine wrote: //Edit
I'm compiling a debug version and having a look around in the meantime.
I haven't been able to get gdb to work properly with C::B yet, but I'm gonna try something else.
That's strange. What are your problems?
Post Reply