Ogre Material Editor
-
- Halfling
- Posts: 71
- Joined: Sat May 28, 2005 10:44 pm
- Location: Kishinev, Moldova
Ogre Material Editor
You can get the latest OME binaries here
latest version: 0904101755
[s]latest version: 0904040337[/s]
built against ogre trunk rev.8495
Warning!:
The Ogre Material Editor is in active development yet.
It's very unstable a lot of feature are missing and not implemented yet.
Only HLSL/FX and CG shaders are supported in this build.
Please update DirectX Redistributables, to latest version available.
Or install DirectX November 2008 Redistributables.
===============================================
I'm currently working over the abandoned Ogre Material Editor from the Ogre trunk
So what was added:
* Separated Resource Groups for each project
* Runtime material script compilation
* Updated wxScintilla and progrid to latest versions
What is missing now and shall be added later:
* Better icons and small UI rework
* Project/Workspace loading/saving
* Adding of GPU High-Level programs to the resource group
* Better syntax highlighting for material scripts
* Code completion
* Easy switching from D3D to OGL renderer and back
[s]Shall be releasing binaries and patch soon. [/s]
latest version: 0904101755
[s]latest version: 0904040337[/s]
built against ogre trunk rev.8495
Warning!:
The Ogre Material Editor is in active development yet.
It's very unstable a lot of feature are missing and not implemented yet.
Only HLSL/FX and CG shaders are supported in this build.
Please update DirectX Redistributables, to latest version available.
Or install DirectX November 2008 Redistributables.
===============================================
I'm currently working over the abandoned Ogre Material Editor from the Ogre trunk
So what was added:
* Separated Resource Groups for each project
* Runtime material script compilation
* Updated wxScintilla and progrid to latest versions
What is missing now and shall be added later:
* Better icons and small UI rework
* Project/Workspace loading/saving
* Adding of GPU High-Level programs to the resource group
* Better syntax highlighting for material scripts
* Code completion
* Easy switching from D3D to OGL renderer and back
[s]Shall be releasing binaries and patch soon. [/s]
Last edited by muller on Fri Apr 10, 2009 3:56 pm, edited 8 times in total.
-
- Orc
- Posts: 438
- Joined: Tue Sep 18, 2007 5:28 pm
- Location: Seattle, USA
- x 13
Re: Ogre Material Editor
COOOL... looks good and pretty well done... It's more suitable for programmers IMO. I guess artists would like an interface where they don't have to bother anything with how the script looks like. But I'm a programmer anyway ... so I like it.
-
- Halfling
- Posts: 71
- Joined: Sat May 28, 2005 10:44 pm
- Location: Kishinev, Moldova
Re: Ogre Material Editor
Going to put in my plans, an artist look, where the artist can just tweak shader parameters, the RenderMonkey style.
-
- OGRE Retired Moderator
- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
Re: Ogre Material Editor
That's really good news! The material editor needs some love. Great work!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
- Gnome
- Posts: 367
- Joined: Wed Jan 03, 2007 12:44 pm
- Location: Brisbane, Australia
- x 13
Re: Ogre Material Editor
Just curious, what did you use for the GUI side of things?
Craftwork Games - hand crafted entertainment.
http://www.craftworkgames.com/
http://www.craftworkgames.com/
-
- Gnome
- Posts: 324
- Joined: Sun May 11, 2008 9:27 pm
- x 20
Re: Ogre Material Editor
Sweet!
-
- Gnoll
- Posts: 653
- Joined: Thu May 11, 2006 9:12 pm
- Location: Bavaria
- x 36
Re: Ogre Material Editor
Looking forward to test it, very usefull
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
-
- Halfling
- Posts: 71
- Joined: Sat May 28, 2005 10:44 pm
- Location: Kishinev, Moldova
Re: Ogre Material Editor
Well, it's not me, it's the original developer hudson_b.zarfius wrote:Just curious, what did you use for the GUI side of things?
These are WxWidgets, so it's crossplatform.
-
- Gnome
- Posts: 367
- Joined: Wed Jan 03, 2007 12:44 pm
- Location: Brisbane, Australia
- x 13
Re: Ogre Material Editor
Thanks, I ask because I'm working on a similar project (in the sense that I need Ogre wrapped in a GUI) and I'm looking at my options. Although, I'm not a big fan of WxWidgets. Thanks anyway.muller wrote: Well, it's not me, it's the original developer hudson_b.
These are WxWidgets, so it's crossplatform.
Craftwork Games - hand crafted entertainment.
http://www.craftworkgames.com/
http://www.craftworkgames.com/
-
- OGRE Retired Moderator
- Posts: 9481
- Joined: Fri Feb 18, 2005 2:03 am
- Location: Dublin, CA, US
- x 22
Re: Ogre Material Editor
Anything that gives you a window handle is good to go (which means, anything that runs on Windows). At that point, it's "which IDE/GUI designer/API do I like best, or which one has the right license or price", etc. And then there's always Mogre and CLR languages...zarfius wrote:Thanks, I ask because I'm working on a similar project (in the sense that I need Ogre wrapped in a GUI) and I'm looking at my options. Although, I'm not a big fan of WxWidgets. Thanks anyway.muller wrote: Well, it's not me, it's the original developer hudson_b.
These are WxWidgets, so it's crossplatform.
-
- Gnome
- Posts: 367
- Joined: Wed Jan 03, 2007 12:44 pm
- Location: Brisbane, Australia
- x 13
Re: Ogre Material Editor
Not to go off topic, but while getting Ogre up and running with any window handle is reasonably simple, there are a few other issues to consider.xavier wrote: Anything that gives you a window handle is good to go (which means, anything that runs on Windows). At that point, it's "which IDE/GUI designer/API do I like best, or which one has the right license or price", etc. And then there's always Mogre and CLR languages...
Let's say you have a significant amount of code that is shared between your tools (level editor, material editor) and the actual game code. You don't really want to be rewriting that code in .NET if it's already written in C++. One option is to have a shared library of code. The problem with .NET is that the code needs to be wrapped similar to how MOgre wraps Ogre.
To get around this need for wrapping all my existing C++ code, I've decided to look into unmanaged C++ GUI options so that my existing game code will work directly in the level editor. Although, the more I look at my options the more I think it might be worth wrapping the code into a .NET DLL after all.
Craftwork Games - hand crafted entertainment.
http://www.craftworkgames.com/
http://www.craftworkgames.com/
-
- Goblin
- Posts: 231
- Joined: Thu May 11, 2006 3:07 pm
- Location: Berlin
Re: Ogre Material Editor
Nice. keep on good work.
-
- OGRE Expert User
- Posts: 1067
- Joined: Mon Mar 29, 2004 8:49 pm
- Location: the Netherlands
- x 43
Re: Ogre Material Editor
Awesome! The most important issue Ogre has, in my opinion, is the Tools side: too few tools and often not good enough (from a commercial use perspective). So I think you are doing awesome work here by improving this one!
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
-
- Halfling
- Posts: 71
- Joined: Sat May 28, 2005 10:44 pm
- Location: Kishinev, Moldova
Re: Ogre Material Editor
New:
- Project is now possible to Save and Open
FX shader syntax highlighting
Basic code completion for HLSL shaders and Ogre material scripts
Some UI rework, it looks now closer to FX composer
-
- Orc
- Posts: 438
- Joined: Tue Sep 18, 2007 5:28 pm
- Location: Seattle, USA
- x 13
Re: Ogre Material Editor
WUHUUUUU COOOL!!!!... I like the way it's progressing. Any updates on when you'll release the binary or source?
-
- Halfling
- Posts: 71
- Joined: Sat May 28, 2005 10:44 pm
- Location: Kishinev, Moldova
Re: Ogre Material Editor
I'm planing to release the source patch and the binaries on Friday, 3rd April.vitefalcon wrote:WUHUUUUU COOOL!!!!... I like the way it's progressing. Any updates on when you'll release the binary or source?
-
- Orc
- Posts: 438
- Joined: Tue Sep 18, 2007 5:28 pm
- Location: Seattle, USA
- x 13
Re: Ogre Material Editor
NICE!!!!... can't wait to test itmuller wrote:I'm planing to release the source patch and the binaries on Friday, 3rd April.vitefalcon wrote:WUHUUUUU COOOL!!!!... I like the way it's progressing. Any updates on when you'll release the binary or source?
-
- Orc
- Posts: 441
- Joined: Tue Aug 01, 2006 1:43 am
- Location: Spain!!
- x 8
Re: Ogre Material Editor
Yeah, i can't wait
-
- Halfling
- Posts: 43
- Joined: Thu Jan 04, 2007 1:43 pm
- Location: Belarus
- x 2
Re: Ogre Material Editor
muller, good work man... I can help you if you want.
What do you think about such idea: To parse documentation about materails and make syntax highlighting based on it. So you will be able to:
- simple update of editor, if material will changed
- show description for elements
- know how much parameters needs, for example for keyword diffuse
And the other good feature will be graph editor for creating materials. For example we have one base material, like base class in c++, and we need to create some new baterials based on it (add some new parameters, change some base). So it will be looking like uml diagram when we setting relations between materials and edit them in graphical form
What do you think about such idea: To parse documentation about materails and make syntax highlighting based on it. So you will be able to:
- simple update of editor, if material will changed
- show description for elements
- know how much parameters needs, for example for keyword diffuse
And the other good feature will be graph editor for creating materials. For example we have one base material, like base class in c++, and we need to create some new baterials based on it (add some new parameters, change some base). So it will be looking like uml diagram when we setting relations between materials and edit them in graphical form
-
- Gremlin
- Posts: 150
- Joined: Mon Jan 28, 2008 6:44 pm
- Location: The Netherlands
- x 5
Re: Ogre Material Editor
It's not as easy as that... I have tried it; the manual is very inconsistent.
It should work the other way around; the manual should be in xml format or something like that and e.g. a php script should parse it to generate the html pages.
Anyway, the editor is looking great!
It should work the other way around; the manual should be in xml format or something like that and e.g. a php script should parse it to generate the html pages.
Anyway, the editor is looking great!
-
- Orc
- Posts: 441
- Joined: Tue Aug 01, 2006 1:43 am
- Location: Spain!!
- x 8
Re: Ogre Material Editor
This is great, i want to try my shaders. At this moment i need to create a example app, load the mesh and the material, write my shader with a notepad, run the app, read ogre.log to watch shader's errors, etc... I
I can't wait the release!
I can't wait the release!
-
- Halfling
- Posts: 71
- Joined: Sat May 28, 2005 10:44 pm
- Location: Kishinev, Moldova
Re: Ogre Material Editor
You can get the latest OME binaries here
latest version: 0904040337
built against ogre trunk rev.8478
It's very unstable a lot of feature are missing and not implemented yet.
Only HLSL/FX shaders are supported in this build.
any suggestions and bug reports are welcome.
latest version: 0904040337
built against ogre trunk rev.8478
It's very unstable a lot of feature are missing and not implemented yet.
Only HLSL/FX shaders are supported in this build.
any suggestions and bug reports are welcome.
Last edited by muller on Sat Apr 04, 2009 9:04 pm, edited 1 time in total.
-
- Kobold
- Posts: 37
- Joined: Sun Jun 01, 2008 4:25 pm
Re: Ogre Material Editor
I cant get it run...
Ogre log says: Could not load dynamic library .\RenderSystem_Direct3D9. Not found... bla bla.. Although the plugin (dll) is there, and plugin directory in cfg is set right.
Whats wrong?
Ogre log says: Could not load dynamic library .\RenderSystem_Direct3D9. Not found... bla bla.. Although the plugin (dll) is there, and plugin directory in cfg is set right.
Whats wrong?
-
- Halfling
- Posts: 71
- Joined: Sat May 28, 2005 10:44 pm
- Location: Kishinev, Moldova
Re: Ogre Material Editor
Try to remove Ogre.cfg, and try to run the Editor again.redhead wrote:I cant get it run...
Ogre log says: Could not load dynamic library .\RenderSystem_Direct3D9. Not found... bla bla.. Although the plugin (dll) is there, and plugin directory in cfg is set right.
Whats wrong?
If it does not help, could you post the log file?
-
- Kobold
- Posts: 37
- Joined: Sun Jun 01, 2008 4:25 pm
Re: Ogre Material Editor
well, didnt make any difference
here is the log:
note: sentence "Uvedený modul nebyl nalezen" in czech means "The specified module was not found" in english
The dll is in the application directory, and path is set to "." (current folder). Really dont know whats wrong..
here is the log:
Code: Select all
10:38:37: Creating resource group General
10:38:37: Creating resource group Internal
10:38:37: Creating resource group Autodetect
10:38:37: SceneManagerFactory for type 'DefaultSceneManager' registered.
10:38:37: Registering ResourceManager for type Material
10:38:37: Registering ResourceManager for type Mesh
10:38:37: Registering ResourceManager for type Skeleton
10:38:37: MovableObjectFactory for type 'ParticleSystem' registered.
10:38:37: OverlayElementFactory for type Panel registered.
10:38:37: OverlayElementFactory for type BorderPanel registered.
10:38:37: OverlayElementFactory for type TextArea registered.
10:38:37: Registering ResourceManager for type Font
10:38:37: ArchiveFactory for archive type FileSystem registered.
10:38:37: ArchiveFactory for archive type Zip registered.
10:38:37: FreeImage version: 3.10.0
10:38:37: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
10:38:37: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
10:38:37: DDS codec registering
10:38:37: Registering ResourceManager for type HighLevelGpuProgram
10:38:37: Registering ResourceManager for type Compositor
10:38:37: MovableObjectFactory for type 'Entity' registered.
10:38:37: MovableObjectFactory for type 'Light' registered.
10:38:37: MovableObjectFactory for type 'BillboardSet' registered.
10:38:37: MovableObjectFactory for type 'ManualObject' registered.
10:38:37: MovableObjectFactory for type 'BillboardChain' registered.
10:38:37: MovableObjectFactory for type 'RibbonTrail' registered.
10:38:37: Loading library .\RenderSystem_Direct3D9
10:38:37: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library .\RenderSystem_Direct3D9. System Error: Uvedený modul nebyl nalezen.
in DynLib::load at ..\..\OgreMain\src\OgreDynLib.cpp (line 81)
The dll is in the application directory, and path is set to "." (current folder). Really dont know whats wrong..