[WIP] OGEd - Open Game Editor aka Ogre/Oge Resource Editor

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steven
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[WIP] OGEd - Open Game Editor aka Ogre/Oge Resource Editor

Post by steven »

Hey all

Here is a first version of OGEd - Open Game Editor.

Even if OGEd stands for Open Game Editor the first version will concentrate on being an Ogre Resource Editor.
Then it will evolve into an OGE Editor before becoming a true versatile Open Game Editor :D

It only begins to be usable: many features are not implemented.
But the skeleton is ready.

There is still a lot of work and -as all of use- the limiting factor is time hence no timetable will be done.
So any help would be appreciated.

Features planned for the 0.1 version:
  • Sourceforge, dual license (LGPL & commercial like Ogre)
  • Cross platform
  • wxWidgets based
  • Workspace & projects saving/loading
  • Ogre material resources editing (material scripts, texture, ...)
    * Loading & saving
    * Text/script editor
    * CallTips
    * Syntax & parenthesis highlight
  • Ogre WYSIWHG visualisation
    * Move, rotation
    * Autoscaling
    * Lights
    * XYZ views
Binary: A binary version can be found on sourceforge: OGEd binary
Of course, the binary will lag behind the cvs code.

Instructions: See the Readme.txt file in the root folder.

Limitations:
  • Texture must be loaded before the material. Remove and reload a material if you forgot.
  • No test yet if you load twice a resource -> segfault :roll:
  • Only few of the properties can be modified (the hocks are not finished)
More information can be found on those pages:

* Development Status http://www.opengameengine.org/wiki/inde ... ent_Status
* Building & download http://www.opengameengine.org/wiki/inde ... rom_Source
* TODOs and issues http://www.opengameengine.org/wiki/inde ... =OGEd_TODO


I hope you enjoy it
Steven 'lazalong' Gay

Image
Last edited by steven on Sun Feb 24, 2008 9:21 am, edited 4 times in total.
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twilight17
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Post by twilight17 »

Awesome, thanks for sharing!
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SiENcE
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Post by SiENcE »

Nice. I hope you continue the development.
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steven
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Post by steven »

Some new features added in OGEd.
See the screenshot above.

2008/02/24 - v0.0.8
  • Added Texture can now be loaded as a resource.
    NOTE: If the texture is loaded after the material it will not show you must remove & reload the material file.
  • Added Autoscaling (fit the mesh to the screen size)
  • Added World axis (will not move with the camera for now)
  • Added Entity movement
  • Added Entity rotation (basic - still need to rotate the selected axis to the pointer position)
and some bug fixes.

I am not satisfied with the Entity movement and rotation. It needs tweaking.
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steven
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Post by steven »

Had some time to work on oged :)
The binary is updated.

2008/03/07 - v0.0.10
  • Updated Translation & rotation of the mesh is improved. (There is still a glitch during Z translation - can't find why for now).
  • Added World grid. Spacing is automatically scaled along with the selected entity.
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hmxp8
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Re: [WIP] OGEd - Open Game Editor aka Ogre/Oge Resource Edit

Post by hmxp8 »

I'm just wondering,why the reply is so little....
I got to konw your guy's Awesome Job just today,as soon as read the features,tough I still have got it build correctly on my PC,I want to say,it does the one I dream to design for,but I never done it,and yours' great effort had made it,and via SVN I seen that your fellows are still working on it,I want to give all my appreciate~
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Virion
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Re: [WIP] OGEd - Open Game Editor aka Ogre/Oge Resource Edit

Post by Virion »

broken links?
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jacmoe
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Re: [WIP] OGEd - Open Game Editor aka Ogre/Oge Resource Edit

Post by jacmoe »

A lot happens in a couple of years.
OGE is officially put on hold - but I notice that there's still developers lurking around in their codebase.. :wink:
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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