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Particle Editor (current version: debug 0.2.162)

Posted: Wed May 24, 2006 6:23 pm
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.

Posted: Wed May 24, 2006 6:24 pm
by TheGameMaker
looks very nice! well done!

Posted: Wed May 24, 2006 8:06 pm
by Cleves
Yep, looks good. Nice work. :D

Posted: Thu May 25, 2006 5:15 pm
by Jin
I'm also looking forward to this, it looks very nice, keep up the good work! :D

Posted: Thu May 25, 2006 6:43 pm
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 :)

Posted: Fri May 26, 2006 1:55 pm
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 ;)

Posted: Fri May 26, 2006 2:37 pm
by JP
That looks awesome! Congratulations!

Posted: Sun May 28, 2006 1:32 pm
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)

Posted: Mon May 29, 2006 10:53 am
by nutpor
I can't run your binary. It says "Application Error - The memory could not be read". :cry:

Posted: Mon May 29, 2006 11:07 am
by JPulham
Me Too :cry:

Posted: Mon May 29, 2006 11:10 am
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? :?

Posted: Mon May 29, 2006 11:20 am
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:

Posted: Mon May 29, 2006 11:31 am
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.

Posted: Mon May 29, 2006 12:01 pm
by JPulham
Image
here you go

Posted: Mon May 29, 2006 12:07 pm
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?