Samoth World Editor

A first version of the editor - discussed [here], but in French, so be careful - has been released ! Allowing to edit XML files, .nut scripts and maps, it is likely to be a rather useful tool. A lot of features are still missing, but, of course, the first i catch saying so is going to die in a very slow and painful way.

[Samothworldeditor-0.1-HNY.zip] (17 Mo) : source and executable.

Unfortunately, for the moment, it's Windows-only, as I experience some problems between the Gnome Toolkit and Ogre (funny.)

Happy new year !

Oh, and as i'm damn sure the README file is very rarely read, i paste it just here. There. Under that word.

     *********************
     * SamothWorldEditor *
     *********************
            
 
  Features :
   * Map loading/creation/saving (the last one almost done, physics still to do)
   * Real-time scene viewing
   * Scene tree edition
   * Node, light, skybox, fog edition
   * Physics creation (from mesh) : done, but useless,
     since they cannot be saved yet.
   
  Controls :
   For node edition, they are very difficult to find :
    - arrow keys, PGUP, END for translation
    - numeric keyboard for rotations
    - 'a','z','e' and 'q','s','d' for scaling (the first three to make the model bigger)
 
  Misc:
   * For skyboxes, skydomes and skyplanes, 3 materials are provided : "Skyboxes/Gray",
     "Skyboxes/Clouds" and "Skydomes/CloudySky" (in skyboxes.material)
   * Identifiers must be unique, except for nodes where they can be empty.
   * I'm a dolphin.
   * When adding an entity, you can specify a mesh which is not in the list, by its relative
     path (e.g, "village/eglise.mesh" is fine, since media/models/village/eglise.mesh exists)

Comments

Added a new version :

Added a new version : identical, but built with the latest Ogre version.