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Re: Particle fx program (request)

Posted: 01 Sep 2009, 10:59
by Bertram
Hi all,

I'd really like to see this added as a new tool in mainline, or something like that.

At least, couldn't we add this in Mantis to make people aware of its existence?

Regards,

Re: Particle fx program (request)

Posted: 23 Dec 2011, 20:47
by igneus
Three years later...

Is a particle-effect-editor still needed? And if so, should it use Qt 3 or 4 for it's GUI?

Re: Particle fx program (request)

Posted: 24 Dec 2011, 02:48
by Reid
igneus wrote:Three years later...

Is a particle-effect-editor still needed? And if so, should it use Qt 3 or 4 for it's GUI?
It could be awesome if somebody can finally get a particle effect editor working. I heard that Bertram did some try on it, but I don't know how it's ended, maybe you should pm him or query him on IRC?

I don't know much in Qt things, but I think that the easier for you would be the best for us. :)

Thanks for comming back and bringing your help, if I can be an help for your editor, just ask me ^^.

Re: Particle fx program (request)

Posted: 24 Dec 2011, 22:50
by igneus
I must say I'm not going to help yet - I'm just thinking about it. Thanks for the information about Bertram - I'll pm him.

Re: Particle fx program (request)

Posted: 30 Jan 2012, 14:27
by diogorbg
Hello everyone

Excites me to know that there are people interested in developing a program Particle fx.
I know the difficulties in developing such a tool and the time it can take.

've Been following the topic ever since the beginning and saw that the big problem was discussed integration x GUI to be used.
Qt seems to me even the best options. This is intended to integrate all the development tools.
But how to integrate with the libraries of the game?

I can think of an alternative. Split editing the view.
It is not strictly necessary to show the effect of particle in the editor itself. Not the way it actually will be at stake. You may see only a representation of omissores.
What the tool to do is call the customer with a series of parameters to display the effect.
The SDL library has some instructions that allow it to use the area of ​​a window display. And though this can not be done, a small popup window would be no inconvenience.

But this suggests that the client needs new arguments to accept that the tools can use it as a viewer.

I hope you understand. I had to use a translator: P
bt_br wrote:Olá a todos

Me anima saber que existem pessoas interessadas em desenvolver um Particle fx program.
Conheço as dificuldades em desenvolver tal ferramenta e o tempo que pode levar.

Estive acompanhando o tópico dês do início e ví que o grande problema discutido era integração x GUI a ser utilizada.
Qt me parece ser mesmo a melhor das opções. Isto se pretendem integrar todas as ferramentas de desenvolvimento.
Mas como integrar com as bibliotecas do jogo?

Só consigo pensar em uma alternativa. Dividir a edição da visualização.
Não é estritamente necessário exibir o efeito de partícula no próprio editor. Não da maneira como ele realmente ficará em jogo. Pode ser exibida apenas uma representação dos omissores.
O que a ferramente precisa fazer é chamar o cliente com uma série de parâmetros para exibir o efeito.
A biblioteca SDL possui umas instruções que permitem que ela utilize a área de uma janela para exibição. E ainda que isso não possa ser feito, uma pequena janela popup não seria nenhum inconveniente.

Mas isto sugere que o cliente precisa aceitar novos argumentos para que as ferramentas possam utilizá-lo como visualizador.

Re: Particle fx program (request)

Posted: 08 Feb 2012, 20:21
by igneus
Today I don't think this is the real problem. It isn't so hard to write the code displaying the particle effect using pure Qt. (Without any Qt-SDL integration or SDL popup-window) The real problem is to find and take time to do it (and all the other stuff needed for a working editor of particle effects).