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Ogre level editor ?

Posted: Mon Feb 20, 2006 10:16 am
by Inf0Byt3
Hello,
I was willing to start making a game in PB using Ogre3D, but I'm not aware of any map editor. Does anybody knows one??? I could easily use the BSP format but i'm afraid of the license - as I know it can't be used in comercial products, right??? Please help...

Posted: Mon Feb 20, 2006 11:56 am
by Kale
See DeleD, here:

viewtopic.php?t=19380

Posted: Mon Feb 20, 2006 2:02 pm
by Sebe
Don't use a .mesh as a level! Without BSP, Octree and stuff you better forget about indoor levels.

P.S. BSP = Binary Space Partitioning. The Quake format uses BSP but BSP isn't licensed to id. It's true that the BSP format PB OGRE used before 1.06 was Quake3 BSP but OGRE itself can use other BSP formats as well (will they be in when loadworld returns?).

Posted: Mon Feb 20, 2006 3:33 pm
by Fred
Actually OGRE uses an octree as default scene manager. Some very nice games example use a very big mesh without problem. Just try it and see..

Posted: Mon Feb 20, 2006 4:00 pm
by Inf0Byt3
Thanks for the fast answer guys...

@Kale
This rocks, I'll definately use it!

@Sebe
Very nice to hear that... I don't know where I read that you must obtain a license from iD Software to use the BSP format. So it's ok to load any BSP file even in comercial projects...

@Fred
Thanks for the info... I've seen a few examples with a mesh as a level. At the moment I dont't know what to use: BSP or MeSH ??

BTW, what is an Octree??? (Please excuse my noob question)

[Edited] Just found out that it's OGRE's .scene format - please correct me if i'm wrong...

Posted: Mon Feb 20, 2006 4:36 pm
by Sebe
Very nice to hear that... I don't know where I read that you must obtain a license from iD Software to use the BSP format. So it's ok to load any BSP file even in comercial projects...
No, you misunderstand: the Quake3 BSP file can only be used with permission from id software if you want to use it in commercial projects. But there are other BSP file formats that can be used in comemrcial projects, because BSP itself is just a 'algorithm' to split up spaces (at least if we're speaking about game programming I guess).
Just found out that it's OGRE's .scene format - please correct me if i'm wrong...
No, Octree is similar to BSP. Again, OGRE's .scene format may use Octree, but it's not OGRE's ^^
Actually OGRE uses an octree as default scene manager. Some very nice games example use a very big mesh without problem. Just try it and see..
That's good to hear. That means every mesh loaded in PB gets an Octree? because I didn't see any option in the helpfile to turn Octree calculating off and on. ColdSteel uses Octree, too but you have to tell the function wheter you want to use Octree or not so I wonder...

Posted: Mon Feb 20, 2006 4:42 pm
by Inf0Byt3
@Sebe
What's the difference between Quake's BSP and another BSP format??? I mean, are the differences big between them??
Do you know any "Other" Editor\Exporter for BSP (not quake's) ? I was thinking at something like WorldEdit from RealityFactory.... Would it work???

Posted: Mon Feb 20, 2006 6:08 pm
by Sebe
Well to be honest: I don't know. The differences between formats could be triggers, destroyable walls, etc. That's subject to change from format to format.

Posted: Mon Feb 20, 2006 6:45 pm
by Inf0Byt3
So there is no editor for Ogre levels - i mean it exist for meshes but the entities must be placed manually (from the code), right?

Posted: Mon Feb 20, 2006 7:38 pm
by Sebe
As Fred said, OGRE uses Octrees to optimize the rendertime. So you should be able to use one great mesh as a level. And when loadworld is back you will be able to use at least the Quake3 level editors (for freeware).

Posted: Mon Feb 20, 2006 8:12 pm
by Inf0Byt3
Thanks Sebe, I'll try.

Posted: Mon Feb 20, 2006 8:24 pm
by Sebe
Don't forget to show us then :D

Posted: Mon Feb 20, 2006 8:26 pm
by Inf0Byt3
Of course ;)

Posted: Tue Feb 21, 2006 3:28 pm
by Num3
Okey, I've used a modeler to make a model :!:

Basic stuff, with a couple of textures and a shadow map!

It exported fine to .mesh and .material, but when i load in PB the shadowmap on the model doesn't work, and i've confirmed the shadowmap textures are there!

Any ideas ?

Posted: Tue Feb 21, 2006 3:32 pm
by Sebe
I can't even get my .mesh to work in 4.00beta3. See: viewtopic.php?t=19713