Page 1 of 6

[2.1] Hlms editor

Posted: Fri Feb 05, 2016 8:42 pm
by spookyboo
Just to show the progress of my HLMS editor.
Image

Re: [2.1] Hlms editor

Posted: Fri Feb 05, 2016 9:10 pm
by al2950
:shock: !

Re: [2.1] Hlms editor

Posted: Fri Feb 05, 2016 9:58 pm
by xrgo
omg! looking awesooooooome

Re: [2.1] Hlms editor

Posted: Sun Feb 07, 2016 1:24 pm
by spookyboo
I've put some binaries on Github (Windows 64 bit) just to play with the editor. It is still very much work in progress.
https://github.com/spookyboo/Magus/blob ... Editor.zip

Re: [2.1] Hlms editor

Posted: Mon Feb 08, 2016 12:28 am
by al2950
I absolutely love it :D

FYI for anyone trying it out you require VS2015 runtime to run the binaries

Re: [2.1] Hlms editor

Posted: Fri Feb 26, 2016 12:41 am
by spookyboo
I've uploaded an update of the editor (still Win64 only and you need the VS2015 runtime). You can download it from https://github.com/spookyboo/HLMSEditor ... master.zip
Editting a PBS works ok, including saving and loading to/from a json file (saving blendblock doesn't seem to work properly. I have to investigate).
Hlms Unlit (and a couple of other things) is next on the list. Please let me know which features are needed

Re: [2.1] Hlms editor

Posted: Sun Mar 06, 2016 10:23 pm
by spookyboo
Reorganized things a bit and separated code and binaries:
(Windows) binaries (requires VS2015 runtime) can be downloaded from https://github.com/spookyboo/HLMSEditor_bin (Creation of PBS and Unlit works, but only saving and loading of PBS is possible (saving/loading Unlit is not yet implemented in Ogre)).
Source code from https://github.com/spookyboo/HLMSEditor

Re: [2.1] Hlms editor

Posted: Mon Mar 07, 2016 8:19 am
by cybereality
Very nice.

Re: [2.1] Hlms editor

Posted: Sun Mar 13, 2016 1:03 pm
by spookyboo
Now working on a material browser. Each saved Hlms is automatically added to the material browser (with a thumb icon). You can categorize them into groups and search for specific patterns. Selecting an entry from the material browser loads the hlms in the editor. A wip image:

Image

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 4:21 pm
by GlowingPotato
OMG OMG OMG !!!

I want this so baad!!! Can I test it?

Can I flood you with feedback? Or its not the time yet?

Right now our project have more then 180 materials and its a pain in the a** to manage and preview.

PS. My first input would be to have an option to choose from metallic workflow or specular.

What image extension works besides PNG?

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 5:14 pm
by Zonder
GlowingPotato wrote:OMG OMG OMG !!!

I want this so baad!!! Can I test it?

Can I flood you with feedback? Or its not the time yet?

Right now our project have more then 180 materials and its a pain in the a** to manage and preview.

PS. My first input would be to have an option to choose from metallic workflow or specular.

What image extension works besides PNG?
Theres binaries on his footer and a link to the repo ;)

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 5:17 pm
by GlowingPotato
Ohh, forgot to say. I'am not a coder. =/

This just got my attention, I think I'am too excited.

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 5:22 pm
by spookyboo
There is a repo with the source and one with the binaries. Please let me know your comments so I can improve things

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 5:31 pm
by GlowingPotato
Yeah, I have the binaries, was messing around with it and its pretty cool! :D

I can trow a bunch of ideias and thoughts here, but since I can't code, people get mad because I don't know the complexity to do the things I'am thinking. :(
And maybe your are doing this to fulfill a project of yours ? And most of my ideias are for a more flexible workflow.

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 6:16 pm
by Thyrion
Such an editor will be awesome!

Just a question about the license? what's your plan? Free for ever or will it cost a bit, like Particle Universe?

/****************************************************************************
**
** Copyright (C) 2016
**
** This file is generated by the Magus toolkit
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 6:58 pm
by spookyboo
Yes it is free to use. I have no specific plans for it, so any good idea is considered. I started the project because I don't want Ogre to fade in oblivion and I still see a bright future for it. I am glad that a few people who are devoted to the new Ogre feel the same. This editor is a small contribution to a toolchain that should supports Ogre (we also need a compositor editor and a couple of more things, right?) and altough it is hard to provide tools that are on par with the U* tools, at least this one is free.

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 8:07 pm
by GlowingPotato
Would be possible to read multiple materials from one JSON file ? And the possibility to set a folder containing all textures would be nice too!

Re: [2.1] Hlms editor

Posted: Tue Mar 15, 2016 10:26 pm
by spookyboo
Would be possible to read multiple materials from one JSON file ? And the possibility to set a folder containing all textures would be nice too!
I will look into it.

Re: [2.1] Hlms editor

Posted: Thu Mar 17, 2016 9:46 pm
by spookyboo
Updated the Windows binaries of the HLMS editor (see my signature). The material (hlms) browser is made more robust. Next step is adding a texture/image browser, similar to the material browser

Re: [2.1] Hlms editor

Posted: Wed Mar 23, 2016 9:16 pm
by spookyboo
Updated the Windows binaries. A texture browser has been added, so you can import your textures, rearrange them, drag and drop to the node editor.
Next steps are to add the concept of projects. Different project files can have different material- and texture browser content. This makes it easier to combine all Hlms materials of one scene into one project. I'm also looking into some sort of plugin mechanism so it becomes possible to export all materials of a project to one json file (or implement your own custom plugin and export to whatever you want).

Re: [2.1] Hlms editor

Posted: Wed Mar 23, 2016 11:13 pm
by Crystal Hammer
Right, I forgot to say that:
This. Is. Awesome. :D

Re: [2.1] Hlms editor

Posted: Wed Mar 23, 2016 11:58 pm
by al2950
spookyboo wrote:Updated the Windows binaries. A texture browser has been added, so you can import your textures, rearrange them, drag and drop to the node editor.
Next steps are to add the concept of projects. Different project files can have different material- and texture browser content. This makes it easier to combine all Hlms materials of one scene into one project. I'm also looking into some sort of plugin mechanism so it becomes possible to export all materials of a project to one json file (or implement your own custom plugin and export to whatever you want).
Awesome.

In terms of features, and mainly because I am fed up with my artists saying 'But unreal can do it'!! It would be really cool if you could drag a load of textures into the editor, proabably as tga formats, assign them to materials, then the tool will compress them into the relevant BCn format based on what there are used for, and then allow you to zip them all in to a single texture pack, or even better zip them into an Ogre HlmsTextureManager texture pack :D

Re: [2.1] Hlms editor

Posted: Thu Mar 24, 2016 6:18 am
by spookyboo
Glad to get some input. Dragging and dropping is already possible. I'll put the other features on my todo list

Re: [2.1] Hlms editor

Posted: Thu Mar 24, 2016 2:40 pm
by GlowingPotato
Would be nice to have an option to set all textures filters to anisotropic.

When I have a roughness map connected. What should I do with the specular value and roughness value ? (Metallic Workflow)

Re: [2.1] Hlms editor

Posted: Thu Mar 24, 2016 3:05 pm
by al2950
Just had a play, and noticed none of the detail map settings are available. Eg scale & offset.