[osg-users] Epic releases free version of Unreal Editor

Jeremy Moles jeremy at emperorlinux.com
Fri Nov 6 11:33:59 PST 2009


On Fri, 2009-11-06 at 14:25 -0500, Jean-Sébastien Guay wrote:
> Hi Jeremy,
> 
> > You bring up an interesting point. What do you think is missing in the
> > OSG world in terms of external tools? There used to be something called
> > osgedit, but I recall it being extremely annoying to build. And I also
> > remember a world editor called "GROME" purporting to include OSG, but I
> > never investigated it.
> 
> Yeah, I've seen those, and I agree, they either didn't stay up to date 
> to new OSG versions or were a pain to compile.
> 
> > I'd be interested in what you had to say about it, since you have a good
> > understanding of this kind of thing. :)
> 
> Well, I just think that asset creation is something that should be 
> facilitated. Of course, it's hard to make an all-in-one tool for OSG 
> since OSG itself is not an engine, and various engines will be made with 
> it supporting different things... But nevertheless, I've always found 
> getting assets into an OSG-based app, and looking the way you want them 
> to look, involved too many steps, too many tools and too much trial and 
> error.
> 
> Plugins that you install into modeling software are useful, but in 
> general they'll support a small subset of functionality and export that 
> into .osg or some other format. Also, they often try to shoe-horn some 
> of the modeling software's concepts into unrelated concepts of the OSG 
> format, which I find unintuitive. Plus they only cover part of the 
> pipeline. It would be nice to have an application that you could use for 
> the whole content creation pipeline, from modeling, texturing, applying 
> materials, shaders, and animation, and perhaps even event scripting.
> 
> (Disclaimer, I haven't tried using Cedric's most recent version of the 
> Blender plugin, it's probably light years ahead of the one I used in the 
> past and maybe it does most of the above. I promise I'll take a look at 
> it in the near future :-) )

It is indeed, and he's one beast of a coder. :) I'm lucky I'm befriended
him long ago because he's almost always the first person I ask for OSG
help...

> I'm not looking to make OSG become Unity engine (look it up, the engine 
> *is* the toolset and it's pretty darn intuitive) but I just think the 
> pipeline could use some dedicated tools.
> 
> J-S
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