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Author Topic: WGE Editor Plugin  (Read 3736 times)
pjcast
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« on: July 06, 2006, 12:42:33 PM »

Ok, now that my editor is finally takning shape.. How abuot time to start working on the WGE Editor component plugin.

Features that I want it to support are:

.Nut editing, posibly remote debugging (undecided, and not sure of the technical difficulties).
Graphical Editing/saving of triggers and other special actions into .Nut files
More to come...
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pjcast
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« Reply #1 on: July 06, 2006, 07:47:37 PM »

So far, I've managed to get Mouse Dragging selection highlighting working when holding and moving the mouse Wink (Make sure you have a loaded project, tools->plugins->WGE Editor) - Also make sure you select the Box Selction mode.. Then hold the left mouse button and move Smiley
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pjcast
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« Reply #2 on: July 20, 2006, 07:51:48 PM »

Ok, so I made picking objects in the scene select/deselect objects selected in the TreeView of the WGE SceneViewer.. This was quite a but of work, I had to make use of a hash map to store all nodes, and do some other thigns, but in the long run, I think that is a good design.

I still have to go the other way - selecting treeview nodes cause objects in the scene to be selected.

But, I took the liberty to get node/object removal/adding to the sceneviewer tied in.. So, now, it should always stay consistant Wink
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pjcast
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« Reply #3 on: July 20, 2006, 08:15:12 PM »

Ok, that wasn't so hard.. I got object selection from treeview to editor working now too Wink

Now, I need to work on the Property grid wrapper objects, so that you can change various properties of the nodes, ents, lights, etc.

Then, the plan is to get environment editing working - Skybox/dome/etc, ambient, etc.
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pjcast
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« Reply #4 on: July 21, 2006, 10:17:02 AM »

Ok, I've been playing around with PropertyGrid conversion methods...

And, I created a PropertyGrid Material dropdown control, so that you can add the custom editor as an attribute for the property item, that will create a downarrow, which expands to a material selection box Wink

Of course, you can only change the entire entities material.. I had the though that I would create additional tree nodes under the entity treenode to change subentity properties in the WGE Scene Viewer Wink This will be ideal, as I do not intent to add submesh/subentity picking to the editor.. so, that would be the only way to change subentit properties.
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pjcast
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« Reply #5 on: July 23, 2006, 09:51:50 AM »

I'm going to see about changing the Programmers Notebook project files in svn over to Ogre Studio project files...

Also, I'll implement a Squirrel syntax rule for the code editor. Of course, there is no launch external tool plugin option in Ogre Editor yet, but there will be soon enough Smiley So, I'll also leave the PN files still, for now.
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joi
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« Reply #6 on: September 15, 2006, 06:12:06 AM »

Where can i see your editor progress ? Is it on SVN ?

What are you using for your GUI ? .net ?
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pjcast
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« Reply #7 on: September 15, 2006, 08:30:17 AM »

The editor is written in .Net / C# yes. The editor core is nt opensource. However, there is usually a build at http://www.wreckedgames.com/files/OgreStudio.msi - though, this build is not very current, it can give you some idea of the current offerings. The plugins for the editor however are available in source form. Check the visual ogre studio forum stick info for svn location Smiley
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