Magus - Gui wizzard

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!
User avatar
spookyboo
Silver Sponsor
Silver Sponsor
Posts: 1141
Joined: Tue Jul 06, 2004 5:57 am
x 151
Contact:

Re: Magus - Gui wizzard

Post by spookyboo »

It was my intention to do that this weekend.
al2950
OGRE Expert User
OGRE Expert User
Posts: 1227
Joined: Thu Dec 11, 2008 7:56 pm
Location: Bristol, UK
x 157

Re: Magus - Gui wizzard

Post by al2950 »

spookyboo wrote:It was my intention to do that this weekend.
:D
User avatar
spookyboo
Silver Sponsor
Silver Sponsor
Posts: 1141
Joined: Tue Jul 06, 2004 5:57 am
x 151
Contact:

Re: Magus - Gui wizzard

Post by spookyboo »

Source code is available on Github:
https://github.com/spookyboo/Magus
User avatar
spookyboo
Silver Sponsor
Silver Sponsor
Posts: 1141
Joined: Tue Jul 06, 2004 5:57 am
x 151
Contact:

Re: Magus - Gui wizzard

Post by spookyboo »

Gradient widget => almost fnished

Image
User avatar
spookyboo
Silver Sponsor
Silver Sponsor
Posts: 1141
Joined: Tue Jul 06, 2004 5:57 am
x 151
Contact:

Re: Magus - Gui wizzard

Post by spookyboo »

Layer widget => Still needs some work. Assets can be dropped onto one or more layers, visibility can be toggled, etc. All complexity is hided from the user. You only have to do the wiring between the widget and the objects in the 3D scene.

Image
User avatar
spookyboo
Silver Sponsor
Silver Sponsor
Posts: 1141
Joined: Tue Jul 06, 2004 5:57 am
x 151
Contact:

Re: Magus - Gui wizzard

Post by spookyboo »

:arrow: Texture selection widgets:

Image

Btw. The Magus application itself has been extended with a config dialog. I will push the updates to Github this weekend.
loath
Platinum Sponsor
Platinum Sponsor
Posts: 290
Joined: Tue Jan 17, 2012 5:18 am
x 67

Re: Magus - Gui wizzard

Post by loath »

the material editor looks really cool. can't wait to try it out tonight after work.

thanks for posting this.
User avatar
spookyboo
Silver Sponsor
Silver Sponsor
Posts: 1141
Joined: Tue Jul 06, 2004 5:57 am
x 151
Contact:

Re: Magus - Gui wizzard

Post by spookyboo »

WIP: Resource widget. This widget can be used to import an asset into your application (from filesystem).

Image
al2950
OGRE Expert User
OGRE Expert User
Posts: 1227
Joined: Thu Dec 11, 2008 7:56 pm
Location: Bristol, UK
x 157

Re: Magus - Gui wizzard

Post by al2950 »

spookyboo wrote:WIP: Resource widget. This widget can be used to import an asset into your application (from filesystem).

Image

Could this work with drag and drop from file system?
User avatar
spookyboo
Silver Sponsor
Silver Sponsor
Posts: 1141
Joined: Tue Jul 06, 2004 5:57 am
x 151
Contact:

Re: Magus - Gui wizzard

Post by spookyboo »

Currently not. I'll put it on the TODO
al2950
OGRE Expert User
OGRE Expert User
Posts: 1227
Joined: Thu Dec 11, 2008 7:56 pm
Location: Bristol, UK
x 157

Re: Magus - Gui wizzard

Post by al2950 »

spookyboo wrote:Currently not. I'll put it on the TODO
:D
al2950
OGRE Expert User
OGRE Expert User
Posts: 1227
Joined: Thu Dec 11, 2008 7:56 pm
Location: Bristol, UK
x 157

Re: Magus - Gui wizzard

Post by al2950 »

We have started looking at creating a sandbox editor using Magus. There is some really useful stuff here, kudos :D.

However, at least for what we need to do, I don't see us using the GUI wizzard, but the individual widgets are extremely useful in there own right. This is exactly what Ogre needs (apart from re-writing the engine to compete with Unreal, but dark_sylinc is on top of that!). The Ogre toolset has always been an issue, but having complex tools like ogitor is not the answer, we need snippets/building blocks, eg QT widgets, which devs can use to quickly build the tools they need.

On the same point, but slightly contradicting myself, I am now not so keen on specific 3D modelling tool exporters. I think it would be better to grow something like the HLMS editor to be able to import common formats like FBX, (ie how Unity and Unreal do it). Relying others devs supporting various 3D tools has not gone well for us (I am pointing figures at you OgreMax :evil: ! ).

Anyway, I ve got carried away. Just wanted to say thanks!
User avatar
spookyboo
Silver Sponsor
Silver Sponsor
Posts: 1141
Joined: Tue Jul 06, 2004 5:57 am
x 151
Contact:

Re: Magus - Gui wizzard

Post by spookyboo »

Added a small update to Magus. Ogre build directory is configurable now and not fixed to 'VCBuild' anymore (but it must still be a subdirectory of Ogre root).
See my signature for the link
Post Reply