[2.1] Hlms editor

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spookyboo
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[2.1] Hlms editor

Postby spookyboo » Fri Feb 05, 2016 8:42 pm

Just to show the progress of my HLMS editor.
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Last edited by spookyboo on Thu Mar 17, 2016 10:20 pm, edited 3 times in total.
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Re: [2.1] Hlms editor

Postby al2950 » Fri Feb 05, 2016 9:10 pm

:shock: !
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Re: [2.1] Hlms editor

Postby xrgo » Fri Feb 05, 2016 9:58 pm

omg! looking awesooooooome
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Re: [2.1] Hlms editor

Postby spookyboo » Sun Feb 07, 2016 1:24 pm

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/master/samples/HLMSEditor.zip
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Re: [2.1] Hlms editor

Postby al2950 » Mon Feb 08, 2016 12:28 am

I absolutely love it :D

FYI for anyone trying it out you require VS2015 runtime to run the binaries
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Re: [2.1] Hlms editor

Postby spookyboo » Fri Feb 26, 2016 12:41 am

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/archive/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
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Re: [2.1] Hlms editor

Postby spookyboo » Sun Mar 06, 2016 10:23 pm

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
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Re: [2.1] Hlms editor

Postby cybereality » Mon Mar 07, 2016 8:19 am

Very nice.
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Re: [2.1] Hlms editor

Postby spookyboo » Sun Mar 13, 2016 1:03 pm

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
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Re: [2.1] Hlms editor

Postby GlowingPotato » Tue Mar 15, 2016 4:21 pm

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?
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Re: [2.1] Hlms editor

Postby Zonder » Tue Mar 15, 2016 5:14 pm

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 ;)
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Re: [2.1] Hlms editor

Postby GlowingPotato » Tue Mar 15, 2016 5:17 pm

Ohh, forgot to say. I'am not a coder. =/

This just got my attention, I think I'am too excited.
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Re: [2.1] Hlms editor

Postby spookyboo » Tue Mar 15, 2016 5:22 pm

There is a repo with the source and one with the binaries. Please let me know your comments so I can improve things
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Re: [2.1] Hlms editor

Postby GlowingPotato » Tue Mar 15, 2016 5:31 pm

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.
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Re: [2.1] Hlms editor

Postby Thyrion » Tue Mar 15, 2016 6:16 pm

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?

/****************************************************************************
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Re: [2.1] Hlms editor

Postby spookyboo » Tue Mar 15, 2016 6:58 pm

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.
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Re: [2.1] Hlms editor

Postby GlowingPotato » Tue Mar 15, 2016 8:07 pm

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!
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Re: [2.1] Hlms editor

Postby spookyboo » Tue Mar 15, 2016 10:26 pm

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.
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Re: [2.1] Hlms editor

Postby spookyboo » Thu Mar 17, 2016 9:46 pm

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
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Re: [2.1] Hlms editor

Postby spookyboo » Wed Mar 23, 2016 9:16 pm

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).
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Re: [2.1] Hlms editor

Postby Crystal Hammer » Wed Mar 23, 2016 11:13 pm

Right, I forgot to say that:
This. Is. Awesome. :D
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Re: [2.1] Hlms editor

Postby al2950 » Wed Mar 23, 2016 11:58 pm

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
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Re: [2.1] Hlms editor

Postby spookyboo » Thu Mar 24, 2016 6:18 am

Glad to get some input. Dragging and dropping is already possible. I'll put the other features on my todo list
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Re: [2.1] Hlms editor

Postby GlowingPotato » Thu Mar 24, 2016 2:40 pm

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)
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Re: [2.1] Hlms editor

Postby al2950 » Thu Mar 24, 2016 3:05 pm

Just had a play, and noticed none of the detail map settings are available. Eg scale & offset.
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