TorqueLab - Revamped Torque3D editor (under development)

  • 1
  • 3
  • 4
  • 5
  • 6
  • 7
  • 10
92 posts Page 5 of 10
Chelaru
Posts: 199
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Fri Jul 24, 2015 1:23 pm
Are you going to update the editor with the torque main line or are you going separately?

Are you going to create a simply plug and play tool to install this editor over the torque engine?

In my opinion the blue is a bit distracting. A dull color will be nice for the theme like close to black as in cryengine, or ps cc etc.

And for the fog i think there is some volumetric fog that is goind throw some optimization process.
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Wed Aug 19, 2015 1:53 am
It have been a while I haven't post updates. It's mostly because I have start to get back to my Torque projects and I adapt TorqueLab to them (while keep fixing bugs and issues).
Cannot wait to see it with PBR.
I might have a look at it soon but I haven't follow the progress about PBR feature much. Can you point me to latest ressource about PBR?
Are you going to update the editor with the torque main line or are you going separately?

Are you going to create a simply plug and play tool to install this editor over the torque engine?
I'm not sure what you mean. TorqueLab work as a stand alone T3D Game Editor and is not compatible with default T3D Editor. I'm planning to update it later so it can be run on side of default editor but for now, the default tools/ folder need to be removed.
The installation of TorqueLab is quite simple, delete tools/ folder, paste tools/ and tlab/ folder from the Git repository and you are almost ready to go... TorqueLab have few Source code changes requirement to prevent a crash issue (GuiSwatchButton have a bad coded mGridBitmap value which cause the engine to crash...), also there's some simple changes to provide extra features (Road/MeshRoad/River editor set/getSelectedNode for node manager, GlobalScale for ForestEditor brush tool, and more...). You can find all required informations on the GitHub page. (Some information might be out of date as now but in the following days I will review the informations and make sure everything is there).
In my opinion the blue is a bit distracting. A dull color will be nice for the theme like close to black as in cryengine, or ps cc etc.
I keep that in mind, I have start working on a styling system with a new more simple dark theme. I'm using CryEngine as reference for the new style already but it won't be a clone... (I want to avoid any color in it so the orangeish stuff will go).
------------------------------------------------------------------------------
Now, time for a little update of what have changed in TorqueLab. I won't give much details on everything now but I will try to make new preview videos soon to show the latest works.
So here some major updates I can think about:
  • The GuiEditor revamping have been starter
  • A new PostFxManager has been added
  • Ambient Manager has been updated and include a cloned PostFxManager
  • A new Vehicle Manager system has been add for my racing game development needs
  • Overall UI have been cleaned and a some unused profiles removed
  • Many bug fixes and general script enhancements
So here's a little preview of the revamping of the GuiEditor. It's mostly the default editor with a new skin for now but there's already a new feature which I found quite usefull: Field Duplicator. The Field Duplicator allow to select GuiControls fields from a list and then you can update the selected fields on the selected GuiControls by using a referenced GuiControl for the field values. EX: You can apply the profile of a selected reference GuiControl to all selected GuIControls at same time instead of having to select the profile for each GuiControl individually. It's quite usefull for profile, extent, horiz/vertSizing, docking...
You can see it in action in the new video I have published: (I suggest to watch it from youtube page because you can't make it fullscreen from here... https://www.youtube.com/watch?v=IllFMWfYK3k )


Now I will try to update the GitHub informations with appropriate instruction and files for the new TorqueLab v0.4 Alpha version. I will post a GitHub updated confirmation once everything is ready, until that, you should still be able to test it using the development branch but something might be missing...
https://github.com/NordikLab/TorqueLab/
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Wed Aug 19, 2015 10:23 am
I have updated the GitHub page with up-to-date information. I have commit latest changes to master and development branches,you should always use the master for best stability but the development is also stable in general and might contains some experimental features,
If anyone give it a try, I'd like to know how it went with the installation. For those not very familiar with Git, I will add detailled informations about how to set TorqueLab to update simply using GIT during the week.

TorqueLab on GitHub
TorqueLab Installation Page
TorqueLab Source Code Changes
Chelaru
Posts: 199
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Thu Aug 20, 2015 11:37 am
It looks nice. I will give it a full try soon. :) . Keep up the good work
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Thu Oct 22, 2015 4:31 pm
Wow! Already 2 months since last update. Time fly fast...
Don't worry, TorqueLab isn't dead and it have progressed during those 2 months. A lot of new features have been added but they are not polished and it need a major clean up to achieved a releasable status. For that reason, I decided to start focusing on a next v0.5 release and stop adding new stuff (I don't think I can just stop but I will try to slow down...).
First step is to clean up the UI and make it look uniform with a more basic dark theme. Today, I started working on a new theme inspired mostly by CryEngine Editors but also some others like Shiva, LevelEditor and more... Now that I'm in control of most of the editor scripts, I can start experiment with different layout. Today, I added a Left column in which I have put a Scene Objects tree and inspector (like the standard Scene Editor). My goal is to replace the Scene Editor with it and make it work with all plugins using filters to list appropriate objects. Also, my goal is to add a tab page which would serve as an asset browser allowing to drag n drop models in the scene and textures on Material Editor maps for the first phase. If it work, I guess I will find more uses...

I made a quick preview video of current status. It show few of the new features that have been added during the last 2 months, for the others, I need to fix the UI so they look better.
What's in the video?
  • Start of new Dark theme
  • Start of new layout with collapsable left column
  • Preset system for the Visibility layers
  • NavMesh Editor intergration
  • Automatic material texture map update if maps are found using predefined suffixes
  • New Scene Builder plugin to make it easier to add new TSStatic objects and prefabs
  • Force to grid features (Automatic on drag end or manually with a button for selected objects)

Ok enough for now, I will try to polish it so I can set a up-to-date release for those willing to try it. For now, there's no new release so to test what you see in the video, you need to wait a bit...
If you have any suggestions for TorqueLab, you are welcomed to share them with me and I will see what I can do.
Duion
Posts: 969
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Oct 22, 2015 8:47 pm
Video is private.
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
  by Mud-H » Thu Oct 22, 2015 9:10 pm
Fixed! :oops:
Duion
Posts: 969
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Oct 22, 2015 9:40 pm
Some features look promising, especially the drag and drop function would be cool, but I'm really losing the overview of all those features.
Do you keep notes on what you changed and how it's intended to work? I don't expect a full detailed documentation, but you have to consider, that others may find it hard to get used to new features, new layouts and changes, so a basic guide would help a lot.
Mud-H
Posts: 183
Joined: Thu Feb 19, 2015 3:08 pm
by Mud-H » Thu Oct 22, 2015 10:08 pm
Yeah, I fully understand but I have a time issue... As now, I have nothing documented, I started something a while back but never found the time to extend the document. My current priority is to make the editor stable and adapted to my projects needs. TorqueLab is now quite stable and it's why I decided to start moving forward to v0.5. (That doesn't mean much like that but It's a major step from my point of view). I will try to start documenting the new/changed features soon and also tell a bit about my future plans.

For now, I need to finish the scripts cleanup and make a uniform UI layout, after that I should be able to focus on a possible Public release with a basic guides to help the transition from the standard editors for those willing to take the risk :twisted:

It take a lot longer than anticipated, at start I tought it would have been done in 1 month or so... I'm really bad in estimating development time but TorqueLab is a lot more complex than what I had in mind at start.

And your feedback and suggestion are always welcomed. I started watching videos about CryEngine editors and it's giving me a lot of ideas for the future.
Duion
Posts: 969
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Fri Oct 23, 2015 1:23 am
Just make notes while you change or implement something, you don't need to write a full documentation, maybe someone else will help out with it, but people need to know where to start.
  • 1
  • 3
  • 4
  • 5
  • 6
  • 7
  • 10
92 posts Page 5 of 10

Who is online

Users browsing this forum: No registered users and 1 guest