ShaderMap 2 Interface

Published March 10, 2011
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[size="3"]e_15a.jpg[size="3"]

For those of you who don't know, ShaderMap is an app for quick and easy map creation. I fully expect to begin development of version 2 later this spring, after the release of Woody 1.2.

From the start I had the thought that by "restricting" myself to a 3D rendered interface, rather that relying on Windows dialogs and controls, I would be forced to create a more streamlined user experience. Here's what I've drummed up. Mind you, these are just concept images and do not reflect the final product.

e_15b.jpg

Each map will be created in a plugin. There will be two kinds of plugins (DLL and LUA script). Each plugin defines a set of controls to be displayed in the map properties panel. A hierarchy of maps is defined as each plugin dictates its parent map. Figure B shows a source image of type diffuse texture. The two maps below it are children of the source image, they are displacement and specular. The displacement map has two children, normal map and ambient occlusion.

Any selected map can be tweaked, locked, edited in an external editor (Photoshop), and rendered to file.


e_15c.jpg

As well as the 3D preview now being inside the app, there will be two special editors (not yet drawn): The tangent normal editor and displacement (height map) editor. Both of these editors can be assigned to a map in that map's plugin script.

I'd be happy to hear anyone's thoughts on the new design.
0 likes 3 comments

Comments

blewisjr
Very sleek and clean design I like it. Is it going to contain a built in script editor for the lua scripts? This would allow for possible on the fly re rendering of the control system so it does not need to be reloaded providing a un interrupted user experience.
March 10, 2011 11:55 PM
RSI
I like how you think blewisjr. The app will allow any map plugin to be reloaded (DLL) or recompiled (Script) at any time if ShaderMap is started in debug mode. The app can spit out any load or compile warnings / errors at that time.As for building a script editor... I think I'll just let developers use whatever script editor they want rather than building a custom control. The fewer Windows controls I use the easier it will be to port to Mac if I ever decide to do that.
March 11, 2011 07:48 PM
Gaiiden
FYI I added that link at the beginning - makes it easier to link to just one entry in the Weekday Reading
March 24, 2011 02:20 AM
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