EditIrr

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Should we keep working on this?

yes
82
94%
no
5
6%
 
Total votes: 87

PI
Posts: 176
Joined: Tue Oct 09, 2007 7:15 pm
Location: Hungary

Post by PI »

Wow, what a nice editor you're working on! This could evolve into an official editor for Irrlicht, I mean, open-source wise. :) Keep up the good work!

Cheers,
PI
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

ACE247 wrote:It seems the segfault lies solely with the wxWidgets buttons, somewhere there is a problem with those, through scripts I can perfectly well add scene node animators and nodes. But not with the add node and add animator buttons.
Thanks for the Exe by the way, works perfectly. :D
Wait are you telling me that when u compile the editor yourself it doesn't work but the exe i provided works?

is you compiler correctly setup?
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Yes, it is setup correctly, but since i've not really ever before used CodeBlocks before EditIrr, I wouldn't know if it is. :)

Maybe you could just give me a quick rundown of any specific things that have to be set for this to work?
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Post by sudi »

So wait are you telling me that my exe does not have the bug you described? but when u compile yourself it does have the bug?
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
gbox
Posts: 37
Joined: Mon May 01, 2006 3:41 am
Location: jeonju, korea
Contact:

for vc++user

Post by gbox »

do u have any plan for vc++ bulid?
http://cafe.naver.com/jcga

professor of Jelabukdo Game Engine Academy
Brainsaw
Posts: 1176
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Post by Brainsaw »

You could just grab the source code and compile it in VC++ yourself. But be aware that plugins compiled for the gcc version won't work with the VC++ version (and vice versa).
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ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Sudi wrote:So wait are you telling me that my exe does not have the bug you described? but when u compile yourself it does have the bug?
Yes I am saying that.
Ps been away for a week on a school camp.
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

When i try to run this, it says it can't find wxbase28_gcc_custom.dll Did you forget to pack in that dll or is it supposed to be already in my system?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

Ok, so i figured out that the installer from sf has the needed dlls. Just the download in the first post doesn't. Maybe you could mention that somewhere as not everyone is a seer?

Anyways, is it possible for the plugin to add some more editboxes to the material editor?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

Well i got the source and did it the hard way, here is what i added:


Image

so you can now easily make textures scale. I was not able to compile EditIrr because of all the dependencies, so i submitted the stuff that i changed here: http://sourceforge.net/tracker/?func=de ... id=1362695


EDIT: oh well, now i realized that i screwed up the source a little bit :oops:
here is fix

Code: Select all

void MaterialEditor::OntexRepXChange(wxSpinEvent& event)
{
    s32 ts_matIndex= MaterialIndex->GetValue();
    s32 ts_texLayer= TextureLayer->GetValue();
    s32 ts_texRepY= texRepY->GetValue();
    s32 ts_texRepX= texRepX->GetValue();
    core::matrix4 mat= Node->getMaterial(ts_matIndex).getTextureMatrix(ts_texLayer);
    mat.setTextureScale(ts_texRepX, ts_texRepY);
    Node->getMaterial(ts_matIndex).setTextureMatrix(ts_texLayer, mat);
}
i hope that this one will work since i'm doing it from memory

it never ends well when i don't try to compile stuff i wrote
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

I'm testing it out right now.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

Works good. Thanks for the contribution.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

I'm glad i could help. Any clue when next version will be released?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
3DModelerMan
Posts: 1691
Joined: Sun May 18, 2008 9:42 pm

Post by 3DModelerMan »

I've just got to get the particle editor done, then I'll talk to sudi about another version.
That would be illogical captain...

My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

OK, waiting eagerly here as irrEdit is closed-source and in scripts you can't access nor set the texture matrix.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
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