VisualEditor 1.0-1.4
VisualEditor 1.0-1.4
VisualEditor 0.4 was uploaded.
The table with new features are on my site. Now OpenAL and terrain are supported. New navigation system. Another way for creating and placing of nodes on grid, surface and buildings. Align system was created.
Thanks for all users for advices, especially to vermer
In help directory exist an index.chm file. This file covers vslib features, so these functions are available for use.
I know there is more to do, some bug exists, and maybe must make some software design improvements. All notes are welcome.
I was have not any time for detail testing of this version, so will commit this task for everyone
Only one example was added to this version - Terrain_OpenAL, but it covers the new features.
Have fun.
The table with new features are on my site. Now OpenAL and terrain are supported. New navigation system. Another way for creating and placing of nodes on grid, surface and buildings. Align system was created.
Thanks for all users for advices, especially to vermer
In help directory exist an index.chm file. This file covers vslib features, so these functions are available for use.
I know there is more to do, some bug exists, and maybe must make some software design improvements. All notes are welcome.
I was have not any time for detail testing of this version, so will commit this task for everyone
Only one example was added to this version - Terrain_OpenAL, but it covers the new features.
Have fun.
Last edited by etcaptor on Thu Jan 24, 2008 3:37 am, edited 2 times in total.
yay! 1st one to post! Great news! Can't wait to test it Captor!. Many will have a happy weekend!
ps. Hope things are better by now.
ps2. Forgot to say; thank you for starting the thread again!
ps. Hope things are better by now.
ps2. Forgot to say; thank you for starting the thread again!
Last edited by afecelis on Sat May 06, 2006 5:01 am, edited 2 times in total.
-
- Posts: 279
- Joined: Fri Dec 24, 2004 6:37 pm
Ok so that means i have wasted a week of my life ! I tried downloading visual editor from ur site but it didnt download and from the screens it didnt look MASSIVE so i decided to make my own! But this screenshot surely tells it all! It has everything! AMAZING to say the least!
So when are your releasing it publicly? and planning to make it opensource?
So when are your releasing it publicly? and planning to make it opensource?
Sweet! How does one add terrain? I've read the following page:
http://captorsoft.port5.com/terrain.htm
But when I go to click on terrain button, the help pop-up said it's unfinished.
Also, when I right click and try to add animator inside the "Scene TreeView," I get the following:
http://i59.photobucket.com/albums/g319/ ... ptions.jpg
Also, if I use VE in non-maximized window, the view port flows into one another:
http://i59.photobucket.com/albums/g319/ ... lowing.jpg
Great work by the way! I'm pretty new to VE so, some of these bug report may already have been logged.
http://captorsoft.port5.com/terrain.htm
But when I go to click on terrain button, the help pop-up said it's unfinished.
Also, when I right click and try to add animator inside the "Scene TreeView," I get the following:
http://i59.photobucket.com/albums/g319/ ... ptions.jpg
Also, if I use VE in non-maximized window, the view port flows into one another:
http://i59.photobucket.com/albums/g319/ ... lowing.jpg
Great work by the way! I'm pretty new to VE so, some of these bug report may already have been logged.
.lug wrote:Sweet! How does one add terrain? I've read the following page:
http://captorsoft.port5.com/terrain.htm
But when I go to click on terrain button, the help pop-up said it's unfinished.
I forgot to remove "unfinished" from hint button , it works.
So:
1. Click on this Button:
2. After that Terrain Inspector appears on Objecy Inspector part /right/
3. Click on the "heightMapFile inspector item and use its button to load heightmap file. Then click on the "MaterialTexture" inspector item and use its button to load material texture. Then if you want detailmap click on the "DetaillTexture" inspector item and use its button to load material rexture.
4. Click on CreateTerrtain Inspector Button and terrain node will be created in invisible mode.
5. Click with LeftMouseButton on some viewport to place your terrain node in 3d space. That's all. I will add this explanation to the help file.
If you want to animate any node must do following:Also, when I right click and try to add animator inside the "Scene TreeView," I get the following:
http://i59.photobucket.com/albums/g319/ ... ptions.jpg
1. Select your node
2. Click on "Animators" toolbar
3. Click on correspondent animator toolbar button
4. Animator Inspector will appear and there you can tune parameters of your animator.
Yes, works only in maximized mode at now.Also, if I use VE in non-maximized window, the view port flows into one another
Strange, I can't see any problem with downloading. Yet, here is direct link:RapchikProgrammer wrote:I tried downloading visual editor from ur site but it didnt download.
So when are your releasing it publicly? and planning to make it opensource?
http://www.tret.net/downloads/captor/Vi ... or_0.4.rar
VisualEditor is planned like freeware. At the end of development I will open sources of loader and some parts that can be useful.
Also one additional loader/saver with binary format will be created.
I'm not a modeler, and have these models on my PC from max and photomodeller 3.1 light, so I decide me to use it. Maybe must remove the dragon, because can't find any rights for using of this model in demos.dawasw wrote:Very nice !
This scene with dragon and church is set to default ?
The church is free and is interested that this object is with few polygons.
-
- Posts: 279
- Joined: Fri Dec 24, 2004 6:37 pm
The app does not run ! d3dx9_27.dll was not found! I dont know why its causing a problem! Anybody got this dll or is there something not installed on ma pc?
edit: I forgot about a nice lil tool called google ! Now it works fine! I cant check all the features as its running at about 10-12 fps on this pc which is very very old! So will check 2mrw on ma other pc!
edit: I forgot about a nice lil tool called google ! Now it works fine! I cant check all the features as its running at about 10-12 fps on this pc which is very very old! So will check 2mrw on ma other pc!
-
- Posts: 279
- Joined: Fri Dec 24, 2004 6:37 pm
Na the old pc is only for side coding and not any modeling or any other that kind of stuff! The tool is simply amazing! It does take a while to set up your hand though but after that all its very very simple! Thanks a lot etcaptor for such a great tool! But why dont you just set up the camera as an fps camera when right click is pressed instead of that box which is used for rotation!
I’m glad that you like it .
About camera mode:
My old issue was- Irrlicht fps camera with one additional function setMoudeInputEnabled(bool enabled); Only several code lines,
but I leaved it because similar issue takes two passes /camera moving and nodes manipulations/. Current issue supports these passes simultaneously.
But I can include and this camera mode in addition.
Edit:
Today I made test on the job with one slow PC and found that
-when any elaborate level is created, got less than 20 fps in perspective mode.
That is because a very big far clip distance is used in editor by default. Yet this is not game . In next release will add optional choice for many parameters like this.
- Seems I forgot to include some textures in media dir.
- d3dx9_27.dll This version was compiled with Irrlicht 0.14. Now with Irrlicht 1.0 this problem disappears.
- Water textures are changed by default
About camera mode:
My old issue was- Irrlicht fps camera with one additional function setMoudeInputEnabled(bool enabled); Only several code lines,
but I leaved it because similar issue takes two passes /camera moving and nodes manipulations/. Current issue supports these passes simultaneously.
But I can include and this camera mode in addition.
Edit:
Today I made test on the job with one slow PC and found that
-when any elaborate level is created, got less than 20 fps in perspective mode.
That is because a very big far clip distance is used in editor by default. Yet this is not game . In next release will add optional choice for many parameters like this.
- Seems I forgot to include some textures in media dir.
- d3dx9_27.dll This version was compiled with Irrlicht 0.14. Now with Irrlicht 1.0 this problem disappears.
- Water textures are changed by default
-
- Posts: 279
- Joined: Fri Dec 24, 2004 6:37 pm
I begone to do it for my own purposes. For this goal I started creating of "MissionEditor", but it is on early phase of development.
I don't know whether similar issue can be provided without modiffing of Irrlicht sources. For example when node is moved by Editor, correspondent rigid body must "knows" about this. Similar things are related with scaling.
At now will try to keep VisualEditor "clear". I don't want to force user which physics engine to use. I leaved ODE, since some from their examples forces my PC to crash - badly restarts. Also is difficult to compile ODE with borland compiler that I use. Another thing are "onContact" events. They must be defined for multyple materials and to provide some kind of AI.
You can suggest that in this version vsloader needs OpenAL... well, but if user don't want OpenAL ? One idea is to compile OpenAL support like additional lib or dll, but at now don't know, will choice this at this summer hollydays.
I don't know whether similar issue can be provided without modiffing of Irrlicht sources. For example when node is moved by Editor, correspondent rigid body must "knows" about this. Similar things are related with scaling.
At now will try to keep VisualEditor "clear". I don't want to force user which physics engine to use. I leaved ODE, since some from their examples forces my PC to crash - badly restarts. Also is difficult to compile ODE with borland compiler that I use. Another thing are "onContact" events. They must be defined for multyple materials and to provide some kind of AI.
You can suggest that in this version vsloader needs OpenAL... well, but if user don't want OpenAL ? One idea is to compile OpenAL support like additional lib or dll, but at now don't know, will choice this at this summer hollydays.