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
