realXtend / tundra

realXtend Tundra SDK, a 3D virtual world application platform.
www.realxtend.org
Apache License 2.0
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In world object editor #519

Open peterclemenko opened 12 years ago

peterclemenko commented 12 years ago

An in world object editor would allow for editing objects and entities in Tundra without relying on b2rex. b2rex is very touchy about version numbers, and it would be easier to just have an editor which can create new objects in tundra by importing assets such as models and textures, and creating the objects from the assets in tundra. It would be optimal to then be able to save objects as prefabs in individual prefab configuration files to allow for importing common objects between scenes without having to re-author the same objects in each scene.

jonnenauha commented 12 years ago

We have drag and drop import of ogre .scene, .mesh, .material and i think even textures to materials.

We also have blender2ogre http://code.google.com/p/blender2ogre/ that exports meshes, materials, textures and even skeletons to Ogre assets and even makes you a ready txml file that you can double click to view in Tundra. b2rex afaik is not maintained anymore, so I'm not surprised if its not working with current Tundra versions. There is a clear cut wiki page on blender2ogre site that should make installing and using pretty easy.

We have entity editor that you can multi select entities and save them to a separate txml file. You can bring multiple files into your sever by using multiple --file parameters.

If you have a common cube.mesh but that on the web and use the same url in all of your scene if you want to reuse it, no copying of the asset (i.e. no re-authoring each time).

Do you mean by this that you want Tundra to ship with some basic shapes like cube, cylinder, plane etc.? And have some kind of menu to add meshes quickly to the world? I think that is a good idea and I've been thinking of doing this in our code base. But am not sure if its a supported idea for the Tundra core. I think some of the now shipped meshes like Jack.mesh and random textures should be removed to be honest :) They load into mem every time on startup even if you wont need them in your scene.

peterclemenko commented 12 years ago

The main thing is just having a system that makes it easier to import assets in to new/existing scenes and configure them. Blender2Ogre is also a bit finicky (I recently posted about it in the mailing list). The reason I brought this up is because of another post where someone was trying to attach this to the terrain editor issue. I wanted to separate their issue out elsewhere.