[Gtkradiant] Where to start plugin development?
WJoseph at europe.ea.com
Thu Mar 2 10:29:49 CST 2006
Adding editable geometry from plugins is possible, but it's not
currently possible to save the results to a file. It will be possible in
versions after 1.5.0 final - the architecture is designed to allow this
support to be added easily.
I plan to add support for exporting some of the model formats, so that
models can be modified from within GtkRadiant using the same editing
tools as for brushes and patches. Based on this, you'll eventually be
able to create new md3 models and add arbitrary geometry to them, then
save them out.
To add a node-type that can be modified and saved I'll need to do a few
- hook the node into the Undo system to track changes made to the node's
- add an exporter plugin that can export the node's sub-graph to a file.
(exporter plugins are not currently supported)
In addition, I'll need to add a plugin that supports triangle-mesh
editing for models.
From: gtkradiant-bounces at zerowing.idsoftware.com
[mailto:gtkradiant-bounces at zerowing.idsoftware.com] On Behalf Of Enrico
Sent: 02 March 2006 07:38
To: gtkradiant at zerowing.idsoftware.com
Subject: Re: [Gtkradiant] Where to start plugin development?
> If you made a scene-graph node that contains geometry, and have it
> export to a file using one of the model formats supported by picomodel
> (or a completely new format, provided you implement a loader in
> picomodel), you could get that geometry to be compiled by q3map2.
I think, I have misword my question :-(
I will try it again: From which class/interface must I derive my plugin
class, to add geometry to the level?
I don't want to add those models like MD3. I want to add *real* geometry
to the level itself, so you can edit it in the editor (and this is not
possible when I placed a MD3 model).
I hope it makes more sense now :-)
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