[solved]Scene builder/authoring tool--Irrsed help

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MikeR
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[solved]Scene builder/authoring tool--Irrsed help

Post by MikeR »

I've been searching the forum looking for a "scene builder/authoring tool" made with the irrlicht engine.
I've been working with Adobe Atmosphere for 4 years now. I followed it thru beta to V1. It is a really easy tool for assembling 3d worlds to publish to the web. The problem is adobe has discontinued it. It uses a Viewpoint pluggin for internet explorer to "see" your worlds, and that will disapear this march.
I am not a programmer. I am desperately trying to learn C++, but have had no coding experience in the past.
I've looked at Gmax, but haven't made heads or tails of the program.
Has anyone made a scene builder/author tool with irrlicht?
From reading the faq, this engine looks like it will do everything I need it to do. I just don't know coding yet.
If this has been asked (I did run a search) please direct me to the thread.
Thanks
Last edited by MikeR on Sat Feb 19, 2005 3:00 am, edited 2 times in total.
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arras
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Post by arras »

Irrilicht is 3d graphical engine + some suport stuff like colision detection and so..
There are several "scene builders" around but I am not sure if it is what you are looking for since you can't build your scene from nothing. You need some modeling program like Gmax or other to build your meshes.

there is just new thread here with another one: http://irrlicht.sourceforge.net/phpBB2/ ... php?t=4977

Means you need to learn modeling program and then to learn C++ and then Irrlicht. Of course once you learn modeling program you probably dont need Irrlicht to build your scenes anymore. So I sugest you get some modeling program of your taste and learn it...

good luck
MikeR
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Post by MikeR »

Thanks arras ,

I will look at it.
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DexterYozity

Post by DexterYozity »

What you need is a true game AUTHORING TOOLS such as "A5" or "A6"
3d engine authoring tools by "conetic" and the like. if you dont know yet how to program in "C".

I beleived i cannot come up with a good game without doing any code
or touching the the engine e.g. the control or input device on your
game should be done in coding.

start learning C now if u really want some robust games
to developed.

keep it up.
MikeR
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Post by MikeR »

Thanks.
I do know 3d modeling programs. (wings, and such) so building isn't a problem. What I'm looking for is a way to put it all together in the irrlicht engine without having to code in C. (coding to put it together, not coding for interactivity)

I'm still looking, and learning C
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DarkWhoppy
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Re: Scene builder/authoring tool

Post by DarkWhoppy »

MikeR wrote:I've been searching the forum looking for a "scene builder/authoring tool" made with the irrlicht engine.
I've been working with Adobe Atmosphere for 4 years now. I followed it thru beta to V1. It is a really easy tool for assembling 3d worlds to publish to the web. The problem is adobe has discontinued it. It uses a Viewpoint pluggin for internet explorer to "see" your worlds, and that will disapear this march.
I am not a programmer. I am desperately trying to learn C++, but have had no coding experience in the past.
I've looked at Gmax, but haven't made heads or tails of the program.
Has anyone made a scene builder/author tool with irrlicht?
From reading the faq, this engine looks like it will do everything I need it to do. I just don't know coding yet.
If this has been asked (I did run a search) please direct me to the thread.
Thanks

My scene editor exports all the C++ code directly to a CPP and H file. BUT, you must include the information on the model properties for each model. Including filename, and texture name...etc...

www.irrsed.tk
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Post by MikeR »

:oops: I have irrsed. Haven't made heads or tails of it yet. I actually forgot about it. :oops:
Do you still have the video?
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Post by DarkWhoppy »

No, I don't have the video. But it is pretty simple to understand. Here's a small run-down:

1.) Selecting a Model by clicking on the scene.
-Press "C" on the keyboard. "Camera Mode" will be off, so that you can select a model. Then when you select a model the CameraMode will turn itself back on.

2.) Camera Movement
-Hold the left mouse button to rotate the camera around the center.
-Hold the right mouse button to move the camera in 2D coords. (X and Y)
-Hold both mouse buttons, and move the mouse left or right to zoom.


Anything else?
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Post by MikeR »

Model types?? Does it only add md2 models??
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Post by MikeR »

Ok, been looking at irrsed. It accepts obj files. :) I can use the ones I've made.
I made a skybox to test it out, but have a couple of questions..

1. Do I need a main file?
I made a new project and added the 2 files irrsed made to it. But when I compiled it, I got an error on the .h file saying it didn't exist. I had to change the name to "testLevel.h" get it to work. (it didn't know about the test in the name) Now when I compile, I get an error on the first texture.
#include "testLevel.h"

ISEDLevel::ISEDLevel(IrrlichtDevice* _device)
{
_smgr = _device->getSceneManager();
_driver = _device->getVideoDriver();

}

void ISEDLevel::LoadSkyBox()
{
SkyBoxNode = _smgr->addSkyBoxSceneNode("cloudst2k.jpg", Undeclared
"sanddune.jpg",
"mountainside.jpg",
"mountainside.jpg",
"mountainside.jpg",
"medieval.jpg");
}

void ISEDLevel::LoadLevelData()
Am I missing something here?
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DarkWhoppy
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Post by DarkWhoppy »

Yes, i'm glad someone spotted that........... because I didn't. It's the code.

It should be:

SkyBoxNode = _smgr->addSkyBoxSceneNode(_driver->getTexture("cloudst2k.jpg"),
_driver->getTexture("sanddune.jpg"),
_driver->getTexture("mountainside.jpg"),
_driver->getTexture("mountainside.jpg"),
_driver->getTexture("mountainside.jpg"),
_driver->getTexture("medieval.jpg"));


But since no one would help test it and stuff..... its hard to catch bugs :roll:

Also make sure the pointer is in the H file too... ISkyBoxSceneNode* SkyBoxNode;
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Post by MikeR »

I plan on giving it a good stress test. :lol: If you can put up with my noob questions.. I'm just learning c+

Ok, I changed the texture part. Got the expected "undeclared" error for the skyboxnode. I copy/pasted the linker you put in your previous post in the .h file, but then generate another error. (the linker is: ISkyBoxSceneNode* SkyBoxNode; )
the error states:
1 C:\test\testLevel.cpp In file included from testLevel.cpp
22 C:\test\testLevel.h syntax error before `*' token
C:\test\testLevel.cpp In member function `void ISEDLevel::LoadSkyBox()':
12 C:\test\testLevel.cpp `SkyBoxNode' undeclared (first use this function)
(Each undeclared identifier is reported only once for each function it appears in.)
C:\test\Makefile.win [Build Error] [testLevel.o] Error 1

here is the code in the .h file:

Code: Select all

	ISceneManager* _smgr;
	IVideoDriver* _driver;
 
	ISceneNode* Model[100];
	ISkyBoxSceneNode* SkyBoxNode; 

	void LoadLevelData();
	void LoadModels();
	void LoadSkyBox();
and the cpp:

Code: Select all

#include "testLevel.h"

ISEDLevel::ISEDLevel(IrrlichtDevice* _device)
{
	_smgr = _device->getSceneManager();
	_driver = _device->getVideoDriver();

}

void ISEDLevel::LoadSkyBox()
{
  SkyBoxNode = _smgr->addSkyBoxSceneNode(_driver->getTexture("cloudst2k.jpg"), 
_driver->getTexture("sanddune.jpg"), 
_driver->getTexture("mountainside.jpg"), 
_driver->getTexture("mountainside.jpg"), 
_driver->getTexture("mountainside.jpg"), 
_driver->getTexture("medieval.jpg")); 

}
void ISEDLevel::LoadLevelData() 
I don't think the cpp debugger will work as it hasn't compiled, but will give it a try.
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Post by DarkWhoppy »

Sorry, try compiling it with:

ISceneNode* SkyBoxNode;

Some times I forget about that :oops:
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Post by MikeR »

No need to blush, lol, you are doing things i only dream about at the moment.

Ok that fixed the errors, but it doesn't seem to be rendering anything. I get a flash of a dos box, then nothing. Debuggin return no errors.
I dunno. :?

Let's see, what have we learned here?
I've learned how to make a skybox in your program.

You've learned about 2 bugs in the proggy.

I'd say we are on a roll. 8)
If it exists in the real world, it can be created in 3d

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Post by DarkWhoppy »

Hrm... did you startup the engine with "createDevice()" and then load the scene?
...createDevice() and getVideoDriver(), getSceneManager(), etc...

ISEDLevel* test_level = new ISEDLevel(device);
test_level->LoadModels();


while(Device->run())
{
driver->beginScene();
scene_manager->drawAll();
driver->endScene();
}
The code isn't "correct". You can use one of the Irrlicht tutorials for everything and then for IrrSED's saved level (which is in bold). You have to call the functions yourself for loading.......
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