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.
Unfortunately, for the moment, it's Windows-only, as I experience some problems between the Gnome Toolkit and Ogre (funny.)
Oh, and as i'm damn sure the README file is very rarely read, i paste it just here. There. Under that word.
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* SamothWorldEditor *
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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.