MAGE - Level editor

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valtovar
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Post by valtovar »

Hi
i'm colombian and i need a level editor to ogre engine, please....
anybody can give me the MAGE editor??
the links don't work .... any link? please.
thanks
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rewinder
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Post by rewinder »

Hi
i'm colombian and i need a level editor to ogre engine, please....
anybody can give me the MAGE editor??
the links don't work .... any link? please.
thanks
Why? link to project page is correct, you can checkout source code from SourceForge CVS and build it. But now it is very difficult to build MAGE from sources because you need to build Qt and Qt's open-source version doesn't support Visual Studio IDE. Also sources are undocumented and uncommented, with uncomfortable API for developing plugins.
Now we are developing next version of MAGE, and plugin SDK will be abstracted from Qt - so you just need a prebuild binaries and headers/libs if you want to develop your own toolset. Core sources will be awailable too, but if you cannot build Qt you can use prebuild version.
Also we intending alot of time to documenting our code to make it usage as simply as OGRE's :)
That got me as far as compiling qtmain and qtmaind, moc.exe and something else, but the linker dies:
...
Yes, 4.0.0 build system doesn't work for 4.0.1. But you can PM me if you want to work with Qt.
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rewinder
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Post by rewinder »

OK, just some screenshots for now :)

Image
Image
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Chris Jones
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Post by Chris Jones »

wow, looking good! :P
Timme
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Post by Timme »

:shock: Wow, Mage became a very usefull tool. Keep on working!
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megizin
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Post by megizin »

I am going to try this out! gj team!
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rewinder
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Post by rewinder »

CVS is up-to-date now. You can find additional information about compiling and checkouting sources at MAGE Wiki: http://mage.studiodva.com
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Jerky
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Post by Jerky »

Dont want to hijack your thread, but can I get a compiled version to play with? I have been trying for 3 days now to get it to compile and have finally come the edge of my sanity. So, if there is anyone who was successful in compiling this and feels like PM'ing me, it would be very appreciated.

BTW, the final error that made me give up was

Code: Select all

LINK : fatal error LNK1181: cannot open input file '*my_dirs*\mage\bin\Debug\toolsets\\standard.lib'
That Debug folder does not have a toolsets subdirectory....and the toolsets directory (in another location) has no such standard.lib file. I like learning about programming and all, but I need a nudge in the right direction every once-in-a-while.
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rewinder
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Post by rewinder »

So, if there is anyone who was successful in compiling this and feels like PM'ing me, it would be very appreciated.
It seems like you use old version (some paths in project files are incorrect). CVS 'update' command will help you.

BTW, if anyone have any problems with compiling or using MAGE, feel free to PM me :wink: I will try to answer all your questions.

Update:
Dont want to hijack your thread, but can I get a compiled version to play with?
Yes, sure. I'm planning to release compiled binaries at this week.
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rewinder
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Post by rewinder »

I have strange problems in MAGE CVS repository, so it will be unstable for a while :oops:
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rewinder
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Post by rewinder »

Now anything is works, sorry for inconvience.
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rewinder
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Post by rewinder »

I have implemented Copy/Paste functionality and now going to develop universal map format (XML, I think).
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Deranged
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Post by Deranged »

rewinder wrote: Update:
Dont want to hijack your thread, but can I get a compiled version to play with?
Yes, sure. I'm planning to release compiled binaries at this week.
It's been around two weeks, still planning to release the compiled binaries?
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rewinder
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Post by rewinder »

It's been around two weeks, still planning to release the compiled binaries?
Sorry, but I had a lot of work to do in my primary job :oops:
I wanted to release the compiled bnaries after I finish dotScene toolset, but I have a lot troubles with dotSceneViewer (for previewing exported scenes). I cannot get it work, so my work on dotScene toolset have been stopped.
Anyway, precompiled binaries (with just started dotScene toolset) are here: http://rewinder.studiodva.com/files/mage-0.0.zip
Note that it is not release version (for example 'Spline' object is buggy alot), but it demonstrates MAGE's features and abilities.
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Deranged
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Post by Deranged »

WOW! That is really one of the best and most functional editors I've ever seen come through here, It's so easy to use and learn, and dropping in my own material script, I was able to use dotscene to put my own mesh in there very easily!

One question though, but this wouldn't sway me from using it, will it have terrain support?
Last edited by Deranged on Mon Nov 14, 2005 11:12 pm, edited 1 time in total.
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rewinder
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Post by rewinder »

WOW! That is really one of the best and most functional editors I've ever seen come through here, I sso easy to use and learn
Thanx for warm words, I really happy you like it :D
One question though, but this wouldn't sway me from using it, will it have terrain support?
I'm planning it (support for PLSM), but it isn't on top of my to-do list :? First of all I would like to finish dotScene toolset (with load/save support, etc.), make some core improvements (like Undo/Redo support, comfortable 'Rotate' and 'Scale' tools, etc) and more detailed documentation. And there are some strange bugs that we has found during working on maps for our game - I also must fix them.

Anyway you can add this functionality by yourself :wink:. MAGE have plugin-based architecture, so terrain support is just a separate plugin. You can find 'dotscene' and 'standard' plugin sources in MAGE CVS and you can use them as starting points for your own toolset.
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Aftab
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Post by Aftab »

When are you going to complete and release it
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rewinder
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Post by rewinder »

When are you going to complete and release it
No one knows when I will make first stable release ;). There are a lot of features I would like to implement before releasing MAGE. I just finished refactoring of MIG (codegenerator, which is a base for all MAGE Object system) and now going to do some changes in MAGE's core (it is needed for Undo/Redo support, more flexible object interaction (for example, splines can be implemented more accuracy within new sysytem) and advanced serialization techniques).
So MAGE is in permanent progress. I will announce OGRE community when new features will be ready :wink:
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rewinder
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Post by rewinder »

I was really busy last 3 weeks, but I understood one important thing: Qt sucks :? I received messages from people which coild not build MAGE because of Qt's serious license troubles - unsupported MSVC and GPL license (you cannot use it in commercial project).

So I decided to port MAGE's GUI to wxWidgets because they are LGPL, easy-to-compile and more popular in OGRE community. wxWidgets not so robust as Qt, but I think it have enought functionality MAGE needs :).
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jacmoe
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Post by jacmoe »

rewinder wrote:I decided to port MAGE's GUI to wxWidgets because they are LGPL, easy-to-compile and more popular in OGRE community.
This is music in my ears! :D
spoot
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Post by spoot »

rewinder wrote: So I decided to port MAGE's GUI to wxWidgets because they are LGPL, easy-to-compile and more popular in OGRE community. wxWidgets not so robust as Qt, but I think it have enought functionality MAGE needs :).
Spoot does a little happy dance. :D
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Game_Ender
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Post by Game_Ender »

That is greate to here, I would love to have a wxWidgets based editor to expand on. Especially since the OgreToolbox project seems to have petered out.
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Jerky
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Post by Jerky »

Good news. Keep up the good work.
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rewinder
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Post by rewinder »

Here is first screenshot of raw wxWidgets port:
Image

I'm going to use FL for floating panel management and wxPropertyGrid class for properties edition.

So as you can see my work in progress ;)
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Jerky
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Post by Jerky »

@Morgoth: His source for MAGE is available on sourceforge in case you didnt know.

@Rewinder: Looking good! Keep up the great work. I know there are a lot of people keeping an eye on your progress.
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