linux terrain editor

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
SteveHouseman
Kobold
Posts: 30
Joined: Fri Feb 20, 2004 1:08 pm
Location: England
Contact:

linux terrain editor

Post by SteveHouseman »

Just thought I would post here about my ogre linux terrain editor which
have finally got working again , this time with save capability etc.
The paging landscape and cegui did not work on linux when I started
on this last autumn , so I wrote my own terrain and mangled ogre old
widgets (and event classes) for this. There is a timeline and a thumbnail
screenshot of the editor in action ... would have preferred to put several
full sized ones but there are limits from my isp on bandwidth , so is a
512x384 jpg (100k), shrunk from the original pic of 1600x1200 .
The painting and height editing is done on the 'map' in the top rh corner.

http://www.houseman.demon.co.uk/

The system has several features that may be of interest to other ogre people :
- paknode system (intended to allow various paks to be added to an
application later ... maybe maps, maybe new weapons, or vehicles)
- catalog system , to allow a catalog of various types of items to
be used in an appn (uses the paknode system) . This does use some
home grown widgets , but could be convertible to any other widget
system with some work.
- grid mapped terrain using gm squares to represent the terrain.
plus a dmt recursive lod matching to try to remove rips in the terrain.
A simple terrain catalog format (ie to hold a terrain in).

other aspects that exist tho not particularly of interest to people with
othe systems are
- screenmanager , event system and binding system for events to objects.
- crude dialog system

it is on ogre v1.0.0 and has a patch on that to stop an assert, plus a
small patch to allow a derived viewport to be used.
Eventually it will be upgraded to the latest ogre, but need to get on with
other things at the moment. I think the work to upgrade could be significant
as I believe they have messed around with the material system, and materials
have other ogre info (ie texture images) embedded in them, and that is
handled by the paknode system .

Next steps ... maybe getting the texture paint to work again,
do the brush size chooser.... and then onto the larger distance viewing
aspects , multi level terrain handling , improving performance of everything,
and fixing bugs as I go ...

The source code is in seven dirs and is about 4MB uncompressed of which I
guestimate about 500k old ogre code . With compression (guess 6x?) ,
so would be ~700kB as tgz).
If any one is interested then I could put up the source , but I guess the size
and especially the patches will suppress any interest :-)

The license for this stuff will be LGPL, maybe plus an attribution clause
(or maybe like ogre it wont?).

Posted in "general discussion" rather than "showcase" as I dont think the
one and only screenshot is particularly impressive , but some linux users
might be interested.


Cheers,

Steve
User avatar
discipline
OGRE Community Helper
OGRE Community Helper
Posts: 766
Joined: Mon May 16, 2005 12:09 am

Post by discipline »

I'm going to move this to Artist and Content Creators. Thanks for the offering!
Post Reply