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We are working on a custom scene editor for our next game, Cr Editor.
We aim to provide an easy to use editor for our game and other Ogre3d Engine games. We plan to release the editor source code to the community after it will reach alpha stage.
If you are interested on a more powerful and complex editor for Ogre check this out: Ogitor (it's open source!) Cr Editor is currently in Alpha version.

BETA 1.1

Features:

  • Entities editor (transformations, material, properties)
  • User defined objects system.
  • Lights editor
  • Particle systems support (Ogre scripts)
  • Terrain editor (elevation, smoothing, texture painting)
  • Customizable level launcher
  • Xml file format


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About Cr Editor with 0 comments by borius on Apr 8th, 2013


Now you can save the scene and easily import it in your Ogre project or elsewhere. The file format is xml compatible and the beta includes the loader code. Being an xml file means that is readable, and could be parsed easily. It’s not the fastest option but you can convert it in another format if you want.

Also now you can test the level directly in your project clicking on the “Run button”.

What’s new
-New Xml file format
-Player launcher
-Default player included
-Objects hierarchy supported
-Editor grid
-User interface refinements

Features
● Entities editor (transformations, material, properties) 
● User defined objects system.
● Lights editor
● Particle systems support (Ogre scripts) 
● Terrain editor (elevation, smoothing, texture painting) 
● Customizable level launcher
● Xml file format


Future Features:
● More terrain brushes
● Ocean support
● Improved assets management
● Multiple objects selection
● Improved interface

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Post comment Comments
robinerd
robinerd Jan 28 2013, 3:44pm says:

I'm curious, what library did you use for making the GUI controls?

+3 votes     reply to comment
borius
borius Jan 28 2013, 3:57pm replied:

Qt. But the "ugly buttons" are just placeholder images

+2 votes     reply to comment
smoke_th
smoke_th Oct 9 2012, 7:30am says:

Looks interesting. I suggest you inspire on Unity3d or 3dsmax interface and shortcuts so users fammiliar with those will be able to quickly interpolate to your editor.
Problem with lots of custom editors is quiet simple - atrocious non-userfriendly interface. Best examples of such clustered atrociousness - fragmotion, milkshape, 3d coat.
Main problem with such editors - lack of 4frame window where you can have top, left, front (otnographic)and perspective views on single screen showing progress over scene from 4 different POVs.
Here is the link on free 3dsmax non-commercial version
Students.autodesk.com

+4 votes     reply to comment
borius
borius Oct 9 2012, 8:41am replied:

Thanks, we like unity3d and we take it as inspiration, The UI is just a placeholder atm, as you can see it's changing fast.
4frame windows are not planned atm, but after the release, if the community wants to add this feature they will be able to do it as the editor will be open source.
We like working on the editor but developing games is the main focus.

+2 votes     reply to comment
TapSkill
TapSkill Aug 1 2012, 5:12am says:

I am very interested in this editor, because Ogitor looked confusing and hard-to-use. I prefer an editor to be somewhat simple and as easy-to-use as possible.

+3 votes     reply to comment
attapi0
attapi0 Feb 8 2012, 1:37pm says:

This needs comments y'all

+3 votes     reply to comment
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Platforms
Windows, Linux
Company
Pinaster Games
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Release Date
Released Mar 19, 2013
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