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irrEdit FAQ

Frequently asked questions and their answers regarding irrEdit:

What does irrEdit mean?

How can I contribute to irrEdit or support the project?

Can I redistribute irrEdit and use it as editor for my game?

Can I get the source of irrEdit?

Will you make irrEdit open source?

How do I display irrEdit .irr files in Irrlicht exactly as in irrEdit?

Will you release irrEdit for platform XXX?



What does irrEdit mean?

Nothing special. The name irrEdit was made up from the words 'Irrlicht', the name of the free open source 3d engine which is used by irrEdit, and of course Edit, short for Editor.



How can I contribute to irrEdit or support the project?

If you disovered a bug in irrEdit, just report it in the forum or send it to the author of irrEdit. Also, plugins, scripts and ideas and suggestions on how to improve irrEdit are always welcome.
A link to irrEdit's webpage from your site or application would be very nice too.
If you even want to support irrEdit financially, you can buy irrEdit and Ambiera shirts (they also look cool!) or even buy an irrEdit license.



Can I redistribute irrEdit and use it as editor for my game?

The license of irrEdit forbids to redistribute it. However, if you need to do that and maybe you also want to customize it with own logos etc, there is the options to buy a license. You can also get the source of the editor that way.



Can I get the source of irrEdit?

Yes. But you need to buy a license for this. See here how.



Will you make irrEdit open source?

Irrlicht and irrXML already are open source, so people are wondering if there any plans to make irrEdit open source too. The answer is no, irrEdit won't be open sourced. However, if you really need the source of irrEdit, you can buy a license.



How do I display irrEdit .irr files in Irrlicht exactly as in irrEdit?

In short: Just run and use irrEdit from the same directory as where your game is. Or as alternative, you can set a working directory in Tools -> Options -> Working Directory.

irrEdit stores all paths as relative paths in .irr files, all files like meshes and textures referenced in .irr files are not relative to the .irr file but to irrEdit.exe. This is because irrEdit has been designed as game editor. It expects to be run from the same directory from where also your game .exe will be run. And because games usually distribute their data files across complicated directory structures (for example all textures in game\textures, all .irr files in game\scenes and so on), all paths are stored relative to the executable file.

Simply change the working directory of the editor via the edit box in the options and everything will be fine. Alternatively, you can also just use the script command 'irrSetWorkingDirectory' so irrEdit does not need to stay in the same directory as your application or game. Example: If your application is running in C:\SDKS\irrlicht-1.1\bin\Win32-VisualStudio and is loading all media files from there, then open the scripting window and execute irrSetWorkingDirectory("C:\\SDKS\\irrlicht-1.1\\bin\\Win32-VisualStudio"); so irrEdit can load all media files as if it where your application. You can also put this line into a file, name it autostart_somename.nut and place it into the 'scripts' directory of irrEdit, so it will be executed when irrEdit starts up.



Will you release irrEdit for platform XXX?

Yes, probably. But give us some time, please.