VisualEditor 1.0-1.4
I made a detour to OGRE3D, because of their amazing water shader and also tried to use Niko´s editor. I returned to yours, despite of the lightmapping feature, which i did not enjoy too much cause it lacks of global illumination (better use some special app like Gile[s] or Blender braybaker.py for that). I think your editor has a much cleaner and useable interface and it simply works nicely. Over at OGRE3D they don´t have any really useable world editor and we have the choice. For me a clear decision in favour of VisualEditor. Please continue with your project, its just the very best.
Coincidentally, I've just converted DeusXL's WaterShader code from .NET to C++. Once I've converted the nice demo that comes with DeusXL's code I'll be posting the lot on the Code Snippets section.
The thread containing the discussion is here:
http://irrlicht.sourceforge.net/phpBB2/ ... 2&start=60
The thread containing the discussion is here:
http://irrlicht.sourceforge.net/phpBB2/ ... 2&start=60
Thanks for your offer, it´s the intention which counts. I meant the water shaders from OGRE3D´s ocean and fresnel demo. Best thing is to download OGRE3D and try them. It should be possible for a very talented programmer to convert them. I have seen another demo /including source) with a super realistic and fast ocean shader, but he used a technique which projected all the water onto some screen related plane. Could not retrieve that one even after half an hour search. If you want i´ll try again after i had sufficient sleep.
The absolute very best ocean/water shader i have ever seen is sadly from a commercial demo:
http://www.quest3d.com/download/demo3/Q ... _Coast.exe
Beats HL2 water in every respect, Farcry water shader is beaten underwater, wheras above water level Farcry´s shader rules as it spills the FOAM ONTO THE SHORE Yummi, yummi.
As i have seen you have already posted some water shader. As i am an only a hobby programmer but good at (mainly architectural meaning static models) modelling, i would like to offer you some help with modelling if you want to release a demo (mean trick to get you releasing a premade demo more or less for me, )Just tell me what you need. We might wan´t consider to open another thread for this as i have the feeling we are just about to abuse etcaptors thread if we continue. Just using his editor for a demo might not be sufficient for discussing that here, hehe.
The latter example even contains a super underwater shader with bubbles. Too bad there is no source code. As these multi stage shaders are very complex i doubt that it will be useful to rip them in assembler form.
Need more info?
The absolute very best ocean/water shader i have ever seen is sadly from a commercial demo:
http://www.quest3d.com/download/demo3/Q ... _Coast.exe
Beats HL2 water in every respect, Farcry water shader is beaten underwater, wheras above water level Farcry´s shader rules as it spills the FOAM ONTO THE SHORE Yummi, yummi.
As i have seen you have already posted some water shader. As i am an only a hobby programmer but good at (mainly architectural meaning static models) modelling, i would like to offer you some help with modelling if you want to release a demo (mean trick to get you releasing a premade demo more or less for me, )Just tell me what you need. We might wan´t consider to open another thread for this as i have the feeling we are just about to abuse etcaptors thread if we continue. Just using his editor for a demo might not be sufficient for discussing that here, hehe.
The latter example even contains a super underwater shader with bubbles. Too bad there is no source code. As these multi stage shaders are very complex i doubt that it will be useful to rip them in assembler form.
Need more info?
I'm employed as a C++/Graphics/HLSL programmer so I know a little bit about shaders.
I've used Ogre for quite a while and have even written my own scene manager plugin. So I also know a little bit about Ogre.
Coincidentally, I've just made a new demo. I've added turbulent, reflective water to the PerPixelLighting demo. Nice to see the parallax-mapped bricks being reflected in water. I'm just about to send it to one of the admins to add to SVN.
My only problem at the moment is time.
I've used Ogre for quite a while and have even written my own scene manager plugin. So I also know a little bit about Ogre.
Coincidentally, I've just made a new demo. I've added turbulent, reflective water to the PerPixelLighting demo. Nice to see the parallax-mapped bricks being reflected in water. I'm just about to send it to one of the admins to add to SVN.
My only problem at the moment is time.
Wow, is this thread still alive?
@noreg, @sio2 thanks for your good opinions. I was post somewhere that currently busy with another project and also have to do some real life things.
And this make me sad, because have no time for my favorite 3d engine.
I will back after 3-4 months when finish with some bored things and get some spare time.
Now about VisualEditor.
Since I know Niko made own IrrEdit /not tried right now/, with lightmapping. I can just making support for .irr format in my editor. So, will be possible using of adventages of every editor.
Another thing is that I was started Implementing of Newton physics, but is not finished. Yet today saw here Nick_Japan's Newton issue for Irrlicht. Also Irrlicht already have own support of properties, so maybe will try to use better software design for editor.
Also I know about IrrKlang /not tried too/, but right now I will stay with OpenAL.
About realistic water - this is important for every modern engine, so if some of you make it will be very nice advantage.
@noreg, @sio2 thanks for your good opinions. I was post somewhere that currently busy with another project and also have to do some real life things.
And this make me sad, because have no time for my favorite 3d engine.
I will back after 3-4 months when finish with some bored things and get some spare time.
Now about VisualEditor.
Since I know Niko made own IrrEdit /not tried right now/, with lightmapping. I can just making support for .irr format in my editor. So, will be possible using of adventages of every editor.
Another thing is that I was started Implementing of Newton physics, but is not finished. Yet today saw here Nick_Japan's Newton issue for Irrlicht. Also Irrlicht already have own support of properties, so maybe will try to use better software design for editor.
Also I know about IrrKlang /not tried too/, but right now I will stay with OpenAL.
About realistic water - this is important for every modern engine, so if some of you make it will be very nice advantage.
Hail to Irrlicht users again
I've got some spare time at holidays and suggest that Irrlicht development reach to ver. 1.2
I saw that Niko was implemented .irr format with internal engine serialization , so will support this format in new version, but will keep old for compatibility. Very nice feature.
At now I have uploaded VisualEditor 0.4 with precompiled loaders for:
BCB6
BDS2006 /TURBOExplorer/
VC6
VC2005 /VER.8/
DEVCPP
Many thanks to HLFat, for support!
Seems Microsoft compilers gives better fps than Borland compilers with this version of engine
Happy holidays at coming 2007 year
I've got some spare time at holidays and suggest that Irrlicht development reach to ver. 1.2
I saw that Niko was implemented .irr format with internal engine serialization , so will support this format in new version, but will keep old for compatibility. Very nice feature.
At now I have uploaded VisualEditor 0.4 with precompiled loaders for:
BCB6
BDS2006 /TURBOExplorer/
VC6
VC2005 /VER.8/
DEVCPP
Many thanks to HLFat, for support!
Seems Microsoft compilers gives better fps than Borland compilers with this version of engine
Happy holidays at coming 2007 year
Yes,
seams portland.uk free hostin services are down since 31.12.2006.
You can use this direct link:
http://www.tret.net/downloads/captor/Vi ... or_0.4.rar
seams portland.uk free hostin services are down since 31.12.2006.
You can use this direct link:
http://www.tret.net/downloads/captor/Vi ... or_0.4.rar
concerning navigation and editing:
1. In your docs its S key to switch between single/multi view. Actionkeywindow states it correctly as F9.
2. I needed that in first place cause navigation in perspective multiview only allows moving up and left to a certain degree. Can´t go in the opposite direction. (remember my old pestering?)
3. In Scene Treeview a rightclick offers to delete the selection, but it doesn´t.
4. Don´t know how to delete the skybox with the ugly banding. Can´t even select it.
5. Can only change the ft texture of the skybox, selecting the other parts doesn´t seem to work.
I found it easier to edit the xml file for the skybox change. Then i ended up with two skyboxes
in the scene tree view, but i see only my new one (scratch head?)
6. Setting an numerical value in the objectinspector is tedious cause you can´t see it, until leaving the field. People who are used to write a point as a comma don´t find out why it´s not working.
7. Nice feature let´s you rotate skybox, but it´s too fast. If i set it to less than 0,03 the movement becomes jerky. Below 0,02 it simply stops, but that would be most interesting to keep it moving sloooowly cause of realism.
8. After adding some objects i could not get back to FPS cam navigation mode and was forced to use the "maya" cam. I restarted VE cause i did not like it.
9. Scenetreeview does not get properly updated. I can´t recall it properly but it was something like i added a hillplanemesh got instead another skybox in the scenetreeview but it had a wood texture. As i did not see it in the scene i could not find it. One should really be able to delete some suspicious candidates via the scenetreeview. Just in case they are obscured by other objects or below the terrain. A press-switch to render the selected object after all the others, did give a chance to spot it.
Where you realize that it was wrong handling by me and not a bug, please tell me frankly.
1. In your docs its S key to switch between single/multi view. Actionkeywindow states it correctly as F9.
2. I needed that in first place cause navigation in perspective multiview only allows moving up and left to a certain degree. Can´t go in the opposite direction. (remember my old pestering?)
3. In Scene Treeview a rightclick offers to delete the selection, but it doesn´t.
4. Don´t know how to delete the skybox with the ugly banding. Can´t even select it.
5. Can only change the ft texture of the skybox, selecting the other parts doesn´t seem to work.
I found it easier to edit the xml file for the skybox change. Then i ended up with two skyboxes
in the scene tree view, but i see only my new one (scratch head?)
6. Setting an numerical value in the objectinspector is tedious cause you can´t see it, until leaving the field. People who are used to write a point as a comma don´t find out why it´s not working.
7. Nice feature let´s you rotate skybox, but it´s too fast. If i set it to less than 0,03 the movement becomes jerky. Below 0,02 it simply stops, but that would be most interesting to keep it moving sloooowly cause of realism.
8. After adding some objects i could not get back to FPS cam navigation mode and was forced to use the "maya" cam. I restarted VE cause i did not like it.
9. Scenetreeview does not get properly updated. I can´t recall it properly but it was something like i added a hillplanemesh got instead another skybox in the scenetreeview but it had a wood texture. As i did not see it in the scene i could not find it. One should really be able to delete some suspicious candidates via the scenetreeview. Just in case they are obscured by other objects or below the terrain. A press-switch to render the selected object after all the others, did give a chance to spot it.
Where you realize that it was wrong handling by me and not a bug, please tell me frankly.
Thanks for detailed report noreg!
This is the same 0.4 version, only loaders are precompiled with several compilers, so these bugs are not checked.
But I will try to explain:
Hope this will help.
This is the same 0.4 version, only loaders are precompiled with several compilers, so these bugs are not checked.
But I will try to explain:
Yes, sorry... will change it in the docs.1. In your docs its S key to switch between single/multi view. Actionkeywindow states it correctly as F9.
Switch in maximized mode. In other case navigation does not work well. In maximized mode must work in all directions.2. I needed that in first place cause navigation in perspective multiview only allows moving up and left to a certain degree. Can´t go in the opposite direction. (remember my old pestering?)
Right click in sceneTreeView is not implemented yet. You can select TreeView items by double click mouse button. After that you will see properties of selected node, To delete this node just click on delete toolbar button /on the top toolbar witth Recycle Bin icon /3. In Scene Treeview a rightclick offers to delete the selection, but it doesn´t.
4. Don´t know how to delete the skybox with the ugly banding. Can´t even select it.
That is because SkyBox have several materials, so to do this you must at first to choice MaterialCount number from MaterialInsector bar. /Default index is 0/. Then you can change texture for currently selected material.5. Can only change the ft texture of the skybox, selecting the other parts doesn´t seem to work.
I know about this, if you want to see immediately changes must use item scrollers - see changing of position.6. Setting an numerical value in the objectinspector is tedious cause you can´t see it, until leaving the field. People who are used to write a point as a comma don´t find out why it´s not working.
I just tried this and some value like 0,005 works well. Select slybox by doubleclick in scene treeview, then change this value from "Animators" Inspector Panel7. Nice feature let´s you rotate skybox, but it´s too fast. If i set it to less than 0,03 the movement becomes jerky. Below 0,02 it simply stops, but that would be most interesting to keep it moving sloooowly cause of realism.
You can get back FPS navigation with right click in perspective view. Every right mouse click changes status of fps cam navigation /enabled, disabled,enabled.../8. After adding some objects i could not get back to FPS cam navigation mode and was forced to use the "maya" cam. I restarted VE cause i did not like it.
HillPlane mesh can't be loaded at now - it's unfinished, seems I forgot to hide this button.9. Scenetreeview does not get properly updated. I can´t recall it properly but it was something like i added a hillplanemesh got instead another skybox in the scenetreeview but it had a wood texture.
Hope this will help.
I made some tests with Reflective water before but saw that Irrlicht users already got working reflective water. Will test it and in next versions will include this feature.
I hope that this feature will be part of Irrlicht version later like Ogre water
Also bitpane made a great grass node. I got an idea include it like brush feature to painting grass to terrain like maya brush.
So will stop writing here, because still busy with another bored database projects and when got more spare time will work on this project a little more.
I hope that this feature will be part of Irrlicht version later like Ogre water
Also bitpane made a great grass node. I got an idea include it like brush feature to painting grass to terrain like maya brush.
So will stop writing here, because still busy with another bored database projects and when got more spare time will work on this project a little more.