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Simple Ogre Material Editor - barely usable binary release

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Simple Ogre Material Editor - barely usable binary release

Postby ©LitoByte! » Mon May 18, 2009 2:14 pm

Hello! :D
I would like to introduce you the Simple Ogre Material Editor tool I'm writing in C++ with codeblocks::minGW using wxWidgets 2.8 and ogre 1.6

This is how it's looking right now v.0.656:
Image
Image
It miss some a bit (a lot) of things but...it is barely usable already!

I post the compiled binaries(windows only for now, sorry! :roll: ), just to make you see/test the app:
SOME Simple Ogre Material Editor windows binary download

The usefulness for now for seeing how our objects will look like, or to slightly tweak material.script parameters and see the results at once. :P

Example:
Launch the app, then press "Reload Material", you will see the ogrehead getting back to its original material.
Down in the editor, go and tweak some parameters in the existing ones, ogre\tusks, ogre\skin and so on, when done, save the script(ctrl+s works) then press reload material again. TADA! :o you are seeing the difference now!


I need some fixing for some mem leak which may crash the application when quit, if you loaded some external mesh...and the Idle timing issue you will notice when moving/notmoving the mouse(the light, so the render cycle will spin faster!), also I'll switch soon to ogre 1.6.2 8)

Notes/bugs/lacks:
- Reload Materials discard all the used materials and texture, then recreate the resources for it and then reapply to the mesh. For some reason the material reloaded is the same that autoloads with the mesh if you don't assign any material to it, so there is still this piece missing to use it properly, but if you use your custom mesh with the already associated proper material, you will have no problem with that(I guess!)
- Some shaders (like the furnished d3d9 BubbleShader) won't follow mesh rotation so left mouse button will result in display no mesh rotation with this shader
- You can load also cg hlsl vertex pixel programs in the editor, edit them and save them, but there is still no association between the material script you choose in the choice box, and these programs, so you will need to open manually those files.
- The "script" material choicebox doesn't load materials contained in the currently loaded material.script yet :oops:

Hope my english was understandable enough!
Let me know what you think.

Regards,
Litobyte Softworks di Tommaso Lintrami
Sviluppo software e sistemi interattivi.
Software and Interaction Systems Development
http://www.litobyte.com
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Re: Simple Ogre Material Editor - barely usable binary release

Postby jacmoe » Mon May 18, 2009 7:49 pm

The Duke says: Gimme Some! 8)

Looks great!
Pretty neat that you can reload materials.
And I like that it's based on wxWidgets, which means it plunks right into Ogitor. :P
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Re: Simple Ogre Material Editor - barely usable binary release

Postby ©LitoByte! » Wed May 20, 2009 2:04 pm

Plucks it into ogitor ? :oops: Sounds like a terrible sexual harassment menace to me! :lol: Just teasing...

Hey, I see a lot of people had a look to the thread and maybe download the shik, but I would also like some feedback! :x
Come on! It is barely usable, but this doesn't me it will harm your computers! :mrgreen:

Suggestions anc critics are wellcome.
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Re: Simple Ogre Material Editor - barely usable binary release

Postby jacmoe » Wed May 20, 2009 2:49 pm

©LitoByte! wrote:Plucks it into ogitor ? :oops: Sounds like a terrible sexual harassment menace to me! :lol: Just teasing...

Sorry. :mrgreen:

<edit>
Tried the editor - nice start! :)
I mocked the Ogre head by loading different materials for the submeshes, and it went smoothly.
Except that when I decided to reload the material: the Ogre head went back to its default material (green skin, etc), not the cellshade which it had on startup, and the material subentity tree didn't update.
Apart from that: really nice. :wink:
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Re: Simple Ogre Material Editor - barely usable binary release

Postby ©LitoByte! » Fri May 22, 2009 2:46 pm

Thanks for betatesting.

Need more voices and more testers indeed!

Any other tried it up ?
Litobyte Softworks di Tommaso Lintrami
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Re: Simple Ogre Material Editor - barely usable binary release

Postby Zero » Fri May 22, 2009 6:49 pm

Hi
nice work you done there ;)
First I have a questio, why the Ogre head look like my picture
Image
and after reload material he looks normal?
Do you want that?
Then may you should use an wxPanel and the background dont look so "ugly"^^.

And how I can see my material changes?^^

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Re: Simple Ogre Material Editor - barely usable binary release

Postby ©LitoByte! » Sun May 24, 2009 12:27 am

Sorry, I imposed by code to load cell shading material, but when you reload the materials, also the mesh is reloaded.

Notes/bugs/lacks:
- Reload Materials discard all the used materials and texture, then recreate the resources for it and then reapply to the mesh. For some reason the material reloaded is the same that autoloads with the mesh if you don't assign any material to it, so there is still this piece missing to use it properly, but if you use your custom mesh with the already associated proper material, you will have no problem with that(I guess!)

Try with an original mesh of yours, load it, then change the loaded script a little bit, then save, then try to reload materials.

This actually works wrong, because when you change the material from something different from original, you will loose modifications made when pressing reload material.
Litobyte Softworks di Tommaso Lintrami
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Re: Simple Ogre Material Editor - barely usable binary release

Postby ©LitoByte! » Fri Jun 12, 2009 2:41 pm

Just a quick update I'm releasing a not so new version, which basically just corrects the reloadMesh() feature/bug.
I will add the option to reload the mesh or not when "reloading used materials"

Also I understand that a single Tab for editing is good for .material files, but isn't just enough to be able to edit proficently also the .cg/.hlsl shaders scripts and their vertex/pixel programs.

I could code a jump to script function selecting the shader script referenced in the .material script, but I feel it will be just better to load as default 4 panes, .material, .shader(hl or whatever), vertex program, pixel program and the ability of recompiling only a part of the shader.

Thanks again to all for testing the shish,
I'm getting some problems in compiling this on Ubuntu right now...and...I don't have a Mac to compile this on, so only GCC dynamic_dll compiled windows version for now, sorry!

Bye,
Litobyte Softworks di Tommaso Lintrami
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Software and Interaction Systems Development
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