CEGUI Layout Editor 0.5.0 RC2
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- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
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Hmmm. It seems it never tries to load any kind of skin at all. I also just saw that it's failing to load the "GeneralGUI.imageset" Imageset - I think it might bail out of loading that scheme at that point, and is why the rest of it's not working.
The reason the Imageset fails is that file "bg1.png" is not loading, this is because the Editor is built to use the basic TGAImageCodec - which can only load tga files. To get over that you would either have to either convert the image, or rebuild things to use an image codec that supports png.
CE.
The reason the Imageset fails is that file "bg1.png" is not loading, this is because the Editor is built to use the basic TGAImageCodec - which can only load tga files. To get over that you would either have to either convert the image, or rebuild things to use an image codec that supports png.
CE.
- CrazyEddie
- CEGUI Project Lead
- Posts: 6760
- Joined: Wed Jan 12, 2005 12:06
- Location: England
- Contact:
i got this error when i tried to open the editor.
Actually, where is the "datafiles" being selected when first start?
Code: Select all
21:40:40: The file 'CELayoutEditor.ini' could not be found; default settings will apply now.
21:41:19: FontManager::createFont - The value for the Font:Type attribute 'Dynamic' is unknown.
21:41:19: FontManager::createFont - The value for the Font:Type attribute 'Dynamic' is unknown.
21:41:19: DefaultResourceProvider::load - TaharezLook.imageset does not exist
21:41:19: DefaultResourceProvider::load - ../../Media/GUI/imagesets/WindowsLook.imageset does not exist
Actually, where is the "datafiles" being selected when first start?
- scriptkid
- Home away from home
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Hi,
the idea is that you select the datafiles directory in the cegui/samples directory for example. Or an equally looking directory. Looking at your log it seems to be '../../Media/GUI/'.
Once you have done this, keep in mind that the editor uses cegui's ResourceGroup functionality, meaning that you don't have to (or in fact may not) use paths inside your .scheme files for example.
So you should remove all '../../Media/GUI/XXX/' parts from paths in your data files.
Besides that, have a peek at the .ini file, which the editor will create after a first startup. There you can specify a path per resource type. It's all up to you
Good luck!
the idea is that you select the datafiles directory in the cegui/samples directory for example. Or an equally looking directory. Looking at your log it seems to be '../../Media/GUI/'.
Once you have done this, keep in mind that the editor uses cegui's ResourceGroup functionality, meaning that you don't have to (or in fact may not) use paths inside your .scheme files for example.
So you should remove all '../../Media/GUI/XXX/' parts from paths in your data files.
Besides that, have a peek at the .ini file, which the editor will create after a first startup. There you can specify a path per resource type. It's all up to you
Good luck!
Trying to solve the png problem:
I have rebuild CEGUIBase.dll with Silly as default ImageCodec, as it supports more file format including png:
No way, I can't have it, it's always asking for the old TGAImageCodec
I have updated the config.lua as explained, and rebuild the solution for Visual Studio 2003, I can see my config.h and CEGUIConfig.h were updated, but no effect when CEGUIBASE comes to ask for silly, it even doesn't complain when the silly dll is missing, and it still call the old TGAImageCodec.dll
Did I missed something, or are you sure those paramaters are really used somewhere?
Thanks.
PS: I'm using V0.5 RC2 unmodified
I have rebuild CEGUIBase.dll with Silly as default ImageCodec, as it supports more file format including png:
No way, I can't have it, it's always asking for the old TGAImageCodec
I have updated the config.lua as explained, and rebuild the solution for Visual Studio 2003, I can see my config.h and CEGUIConfig.h were updated, but no effect when CEGUIBASE comes to ask for silly, it even doesn't complain when the silly dll is missing, and it still call the old TGAImageCodec.dll
Did I missed something, or are you sure those paramaters are really used somewhere?
Thanks.
PS: I'm using V0.5 RC2 unmodified
Quite detail! Thank you so much. appreciate!
But where can i get the "cegui/samples directory" ? it does not contain in 0.5 RC2 version/
my path settings taking form OGRE media , my .ini file contains:
But where can i get the "cegui/samples directory" ? it does not contain in 0.5 RC2 version/
my path settings taking form OGRE media , my .ini file contains:
Code: Select all
ConfigsPath=C:\OgreSDK\media\gui/configs/
FontsPath=C:\OgreSDK\media\gui/fonts/
ImagesetsPath=C:\OgreSDK\media\gui/imagesets/
LayoutsPath=C:\OgreSDK\media\gui/layouts/
LookNFeelsPath=C:\OgreSDK\media\gui/looknfeel/
ScriptsPath=C:\OgreSDK\media\gui/lua_scripts/
SchemesPath=C:\OgreSDK\media\gui/schemes/
scriptkid wrote:Hi,
the idea is that you select the datafiles directory in the cegui/samples directory for example. Or an equally looking directory. Looking at your log it seems to be '../../Media/GUI/'.
Once you have done this, keep in mind that the editor uses cegui's ResourceGroup functionality, meaning that you don't have to (or in fact may not) use paths inside your .scheme files for example.
So you should remove all '../../Media/GUI/XXX/' parts from paths in your data files.
Besides that, have a peek at the .ini file, which the editor will create after a first startup. There you can specify a path per resource type. It's all up to you
Good luck!
Here is a little contribution for the CELayoutEditor:
It was asked few weeks ago, and I needed it too:
So here is the TGA JPG and PNG support for CEGUILayoutEditor 0.5
All I had to change was to specify the SillyImageCodec as the default one before the OpenGL Renderer Init.
You also need the Silly dlls in your executable folder.
Here is a little zip, with all the needed files for windows, you can simply copy this to your CELayoutEditor 0.5 folder. (don't forget to backup first, who knows...)
I also included in it a datafiles folder which is a copy of the one provided in CEGUI-0.5.0 samples, in which I added the skeekspace interface.
Very usefull to test the png support...
CEGUILayoutEditor 0.5 with png and jpg support
It was asked few weeks ago, and I needed it too:
So here is the TGA JPG and PNG support for CEGUILayoutEditor 0.5
All I had to change was to specify the SillyImageCodec as the default one before the OpenGL Renderer Init.
Code: Select all
void EditorFrame::InitializeCEGUI(){
CEGUI::OpenGLRenderer::setDefaultImageCodecName("SILLYImageCodec");
m_GUIRenderer = new OpenGLRenderer (0);
You also need the Silly dlls in your executable folder.
Here is a little zip, with all the needed files for windows, you can simply copy this to your CELayoutEditor 0.5 folder. (don't forget to backup first, who knows...)
I also included in it a datafiles folder which is a copy of the one provided in CEGUI-0.5.0 samples, in which I added the skeekspace interface.
Very usefull to test the png support...
CEGUILayoutEditor 0.5 with png and jpg support
I think there's a bug with at least the align width command.
- -Create a blank layout
-Add two buttons
-Resize the width of the first one
-Select the first and also select the second (to show which you want to be the reference)
-Choose align width
-The second button shoots to the left of the screen and its left and right scale values are messed up
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