Ogre Material Editor

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
muller
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Ogre Material Editor

Post by muller »

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

Image

[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.

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Re: Ogre Material Editor

Post by vitefalcon »

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 :P ... so I like it.
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Re: Ogre Material Editor

Post by muller »

Going to put in my plans, an artist look, where the artist can just tweak shader parameters, the RenderMonkey style. :)

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Re: Ogre Material Editor

Post by jacmoe »

That's really good news! The material editor needs some love. Great work! :)
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Re: Ogre Material Editor

Post by zarfius »

Just curious, what did you use for the GUI side of things?
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Re: Ogre Material Editor

Post by mrmclovin »

Sweet! :D

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Re: Ogre Material Editor

Post by Nauk »

Looking forward to test it, very usefull :)

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Re: Ogre Material Editor

Post by muller »

zarfius wrote:Just curious, what did you use for the GUI side of things?
Well, it's not me, it's the original developer hudson_b. :)
These are WxWidgets, so it's crossplatform.

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Re: Ogre Material Editor

Post by zarfius »

muller wrote: Well, it's not me, it's the original developer hudson_b. :)
These are WxWidgets, so it's crossplatform.
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.
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Re: Ogre Material Editor

Post by xavier »

zarfius wrote:
muller wrote: Well, it's not me, it's the original developer hudson_b. :)
These are WxWidgets, so it's crossplatform.
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.
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...
Do you need help? What have you tried?

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Re: Ogre Material Editor

Post by zarfius »

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...
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.

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.
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Re: Ogre Material Editor

Post by SiENcE »

Nice. keep on good work.

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Re: Ogre Material Editor

Post by Oogst »

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!

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Re: Ogre Material Editor

Post by muller »

Image

Image


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
Binaries and the patch against latest ogre trunk version are planned to be released by the end of this week.

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Re: Ogre Material Editor

Post by vitefalcon »

WUHUUUUU COOOL!!!!... I like the way it's progressing. Any updates on when you'll release the binary or source?
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Re: Ogre Material Editor

Post by muller »

vitefalcon wrote:WUHUUUUU COOOL!!!!... I like the way it's progressing. Any updates on when you'll release the binary or source?
I'm planing to release the source patch and the binaries on Friday, 3rd April. :)

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Re: Ogre Material Editor

Post by vitefalcon »

muller wrote:
vitefalcon wrote:WUHUUUUU COOOL!!!!... I like the way it's progressing. Any updates on when you'll release the binary or source?
I'm planing to release the source patch and the binaries on Friday, 3rd April. :)
NICE!!!!... can't wait to test it :D
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Re: Ogre Material Editor

Post by Brocan »

Yeah, i can't wait :D

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Re: Ogre Material Editor

Post by Denis_ »

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
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Re: Ogre Material Editor

Post by Ruud v A »

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!

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Re: Ogre Material Editor

Post by Brocan »

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! :D

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Re: Ogre Material Editor

Post by muller »

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.
Last edited by muller on Sat Apr 04, 2009 9:04 pm, edited 1 time in total.

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Re: Ogre Material Editor

Post by redhead »

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?

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Re: Ogre Material Editor

Post by muller »

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?
Try to remove Ogre.cfg, and try to run the Editor again.
If it does not help, could you post the log file?

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Re: Ogre Material Editor

Post by redhead »

well, didnt make any difference

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)
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..

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