Question about PyOgre and PLSM2

bigjhnny

27-10-2005 16:12:06

Hi everyone, I am fairly new to ogre and pyogre. It's great to see pyogre coming together.

On the other hand, I had tried the demo of the PLSM2 and seen screenshots of its mapeditor and want to use the mapeditor. I have a couple of questions that I don't know if I should post in the PLSM2 forum or in here.

1. Can I use PLSM2 in pyogre?

2. If I used PLSM2 map editor to create my game environment, and exported it to any kind of format that ogre supports, could I load that environment in pyogre?

Thanks in advance, and just tell me if this belongs to other forum and I will repost.

Clay

27-10-2005 16:33:59

This is the right forum. Right now the only way you can use PLSM2 is by compiling it as a plugin and adding it to plugins.cfg. You will not be able to access all of PLSM's features (you can only access the ones exposed by the base SceneManager class).

It's my plan to add plugins to pyogre itself. I'll add this to the bugs list as a todo.

I'm not sure how the exporting of plsm2 files work. You should be able to save in ogre/load in pyogre, but I'd need to see an example of exactly what needs to be done to be sure.

Edit: I've opened a bug for this. You can see it here if you want to see when it's finished.

bigjhnny

27-10-2005 17:07:32

I'm not an expert, and I haven't even been able to get the mapeditor to work yet :oops: .

However, here is the old thread of the mapeditor:

http://www.ogre3d.org/phpBB2/viewtopic. ... =mapeditor

The first post said this as a planned feature:

# ...
# Exporting the terrain as a .mesh object for easy importing in other Ogre applications
# Loading/saving maps
# ...

So .mesh file sounds like "not plsm2" specific. I'm thinking if I could use that mapeditor to export the environment I create in .mesh, maybe I can load the .mesh file environment in pyogre.

Clay

27-10-2005 17:12:02

Ah yes. That map editor works by generating heightmaps and such, which you can certainly use in pyogre with PLSM2 (assuming PLSM2 was built for pyogre). As far as I can tell the actual map editor portion (adding nodes, lights, entities to the scene) is done with a plugin called dotScene. I've added that to the list of things to include as well. Also, .mesh is the internal format used by Ogre, so we deffinatly support that.

bigjhnny

27-10-2005 17:27:49

Ah yes. That map editor works by generating heightmaps and such, which you can certainly use in pyogre with PLSM2 (assuming PLSM2 was built for pyogre). As far as I can tell the actual map editor portion (adding nodes, lights, entities to the scene) is done with a plugin called dotScene. I've added that to the list of things to include as well. Also, .mesh is the internal format used by Ogre, so we deffinatly support that.

So assuming if I got a binary working version of mapeditor with the plsm2 and dotScene built. Then I create my scenes and game environment in the mapeditor and export the whole thing to .mesh.

Wouldn't that mean that the current pyogre should be able to load the .mesh file without being built with PLSM2 and dotScene, since PLSM2 and dotScene is what the editor depends on, but not the .mesh format of the exported file.

I'm just trying to understand if various of pieces could all fit together as of now so that I could start hacking away. Instead of being all excited about the engine, and half-way find out that there is something fundmentally missing that I cannot live without to start a small project....

I mean it'd be nice if I was technically good enough to fit these pieces together.... anyways :wink: You see what i'm saying.

griminventions

27-10-2005 18:28:02

Wouldn't that mean that the current pyogre should be able to load the .mesh file...
I'm just guessing, but the .mesh format doesn't have anything to do with the code since it's a data format. So you should be able to load it just fine regardless of the tools used to create it (just like a model, texture, or sound file). (Maybe I misunderstood your question, though.)

bigjhnny

27-10-2005 18:55:41

Wouldn't that mean that the current pyogre should be able to load the .mesh file...
I'm just guessing, but the .mesh format doesn't have anything to do with the code since it's a data format. So you should be able to load it just fine regardless of the tools used to create it (just like a model, texture, or sound file). (Maybe I misunderstood your question, though.)


Yea, you and Clay have both confirmed my assumption. I guess the next step is really for me to give it a shot. Although Falagard had said that editor will be out around late november and he's "feverishly" working on it :lol: .

But thanks for the fast responses!

Kentamanos

17-12-2005 21:03:51

Just curious if there's been any progress on getting PLSM2 going under PyOgre?

Clay

21-12-2005 17:37:58

It's still on my todo list. It's going to be after the holidays before I'll be able to start working on it.

griminventions

03-02-2006 21:49:41

Has Clay disappeared? :shock:

Well, anyone want to band together to get this working? I'm very interested in using something better than the "plain" terrain scene manager.