Jump to content
The Dark Mod Forums

Design concepts for a material/resource editor


Recommended Posts

One feature often requested by DarkRadiant users is a graphical material editor, that would allow easy management of Doom 3 materials and textures. I have always resisted suggestions to add such functionality into DarkRadiant itself due to its primary nature as a consumer of Doom 3 resources, rather than a producer, but I think there could be a strong case for a standalone application for this purpose.

 

Here are some of my thoughts regarding the potential scope and design of such an application:

 

  1. Code from DarkRadiant could be re-used, particularly in the areas of parsing and managing the hierarchy of materials, textures and skins. Separating such code into a library would be one option, although simple copying might be easier given the fairly static nature of this code.
     
  2. Initial functionality might be to display the tree of materials and allow their properties to be inspected via a GUI rather than as text, for example using checkboxes for global keywords, a subtree of material stages (with stage GUIs) and so on. Previews of the textures could be shown in a suitable widget.
     
  3. A distinction would need to be made between materials in editable files, and materials inside PK4s which are not easily editable. For editing an in-PK4 material, the options would be to either save an edited copy of the material outside of the PK4, or integrate functionality to update the file within the PK4 itself using ZIP tools.
     
  4. More advanced (but potentially extremely useful) functionality could involve allowing external tools to integrate with the material editor, perhaps by invoking it with command-line options, or some form of inter-process communication. This would allow the further development of plugins for 3D applications such as Blender to allow Doom 3 materials to be directly accessed and applied to objects inside a 3D scene without the tedious process of editing and re-writing texture paths.
     
  5. Taking (4) further might involve adding similar support for inspecting the model tree and allowing models to be edited with a chosen 3D application (likewise for skins). In this case the "material editor" would become a more general Doom 3 resource editor.
     
  6. If starting a new application from scratch I would probably go for the Qt framework as a toolkit; I use this extensively at work and have concluded that it is in fact a lot more powerful than GTK as well as being a native C++ library rather than requiring C++-to-C bridge techniques. Qt's inbuilt support for sockets, IPC and the like could come in useful for point (4) above.
     
  7. None of this functionality is in any way Dark Mod-specific, so the tool would be useful to the wider Doom 3 editing community as well as TDM mappers.

 

Just throwing some ideas out there, in case anyone has any comments or better suggestions.

Link to comment
Share on other sites

Well it's not much so far, but I've create a project on Google Code and pushed some preliminary application code/widgets into the Mercurial repository:

 

https://code.google.com/p/darkresource/source/checkout

 

It will be interesting to see how Google Code compares with SourceForge for project hosting. It certainly seems cleaner and faster so far.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...