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Ogier - Enclave Editing
Enclave is a game originally released on the Xbox in 2002 which was then brought to the PC with an updated version in 2003. The gameplay centers around third person melee/ranged combat with a fantasy theme, and rewards the player for exploration in beautiful atmosphere packed levels.

I'm curious if anyone else has worked with the editing tools for the engine that Enclave is based on. The editor and GDK were released in 2004, but sadly not much of a modding community formed. I'm currently trying to drum up interest in the game and editor.

I've always found both the engine and the tools to be quite impressive, especially the support for physics simulations, object animation, and how streamlined the editor is to work with. Just recently, I released additional Enclave focused documentation, including a series of in depth examples covering effects and geometry from the base game

The original tools and documentation that Starbreeze had released can be found below, as well as the more recent documentation and example levels:
http://www.moddb.com/games/enclave/downloads

The game itself is also currently free on Steam through a promotion:
http://www.ogier-editor.com/viewtopic.php?f=4&t=3

It's worth noting that as far as level structure goes, Enclave's engine bears similarities to id Tech. (CZG's Honey was actually created with Ogier!) So if you've ever worked with these or other additive brush based engines you're off to a good start.

If anyone has questions about the tools, let me know and I'll see if I can answer them. A community for discussion is also available at:
http://www.ogier-editor.com/index.php
 
Ogier was also used for Riddick, The Darkness and Syndicate.
The last versions of Ogier that were made internally were really pretty awesome, but I can't really share with anyone.
To map for Quake using Ogier I had to write some tools to convert the map format. Fairly straightforward since they're both just brushes. 
Promotion 
the register button doesn't do anything? :( 
 
Ogier was also used for Riddick, The Darkness and Syndicate.
The last versions of Ogier that were made internally were really pretty awesome, but I can't really share with anyone.
To map for Quake using Ogier I had to write some tools to convert the map format. Fairly straightforward since they're both just brushes.


Thanks for weighing in on the topic, I guess these versions of Ogier are a little bit outdated in comparison!

I did write a small application for converting map file types recently. This has basic support for Ogier included, and I'll probably be releasing it soon as well. (The old Quake files for Ogier can be found on the Ogier-Editor forum for the time being.)


the register button doesn't do anything? :(

If this is for DLH.net, I think the button only works after it's accepted both the user name and email. (There should be a check mark beside each.) If it's still giving you trouble, send me an e-mail at moruti@gmail.com and I'll give you a key. :) 
Mr. Czg 
May i ask you some question 
I'll Only Answer Questions Written In Swedish. 
 
Pardon My French 
Olet menossa edelleen tehdä karttoja järistys 
Czg/amran 
I'll admit I'm intrigued, so if you'd be so kind as to tickle my undercroft...

Are their any awesome features of ogier that something like Radiant could really do with having? 
I Said Swedish, Not Finnish. 
Kinn, they're different editors. Whichever you're the most used to will be the best. It probably has lots of small niceties, but so does Radiant. It also has lots of annoying little niggles, but so does Radiant. I suppose not having fucked-up, insane keyboard combos counts as a feature?

I'd tickle your undercroft anytime babe. 
Spy 
Unlikely. I've been tossing around the idea of writing a bsp compiler that supports meshes instead of brushes though, but I probably can't figure it out. 
 
I'll admit I'm intrigued, so if you'd be so kind as to tickle my undercroft...

Are their any awesome features of ogier that something like Radiant could really do with having?


Here are a few features that jump to mind:

-It's very well designed as far as the key layout, shortcuts, and properties go. As a designer I've had the chance to work with a large number of tool sets, and Ogier is one of the more streamlined I've used. So many features are a tap away, and working on a level feels very fluid.

-In editor preview of animations and game world (including physics simulations, particles, character animations, animated objects, etc). Saves time when working with any of these features. Material editor etc all built in.

-A very handy hierarchy and layer system. Quick access to object properties.

-More of an engine feature that ties into Ogier, but physics simulations and hooks are great! Just play Enclave to see how much these can add to the atmosphere.

As mentioned, each editior has its own features and drawbacks in the end. Ogier is certainly no slouch though! 
 
I'm curious if anyone can help me in finding the differences between two versions of XWC files, those from Enclave, and those from Knights of the Temple. (Enclave's XWC files don't load within Ogier's sound browser or simulation modes, yet those from Knights do. I'm hoping there's way to solve this as it would be easier than using workarounds)

XWC files contain both the raw audio files for the games (ogg files in the case of PC releases), as well as additional information for 'complex sounds' which might further modify playback (including changes in volume, pitch, radius, looping, or randomization of sounds). Applications such as Dragon Unpacker can extract the audio data fine, but not the other information. If you load a XWC file in a hex editor, you can see some of the complex sound information towards the bottom.

As Enclave's XWC files are the only ones that don't load in the editor, I suppose there may have been a change in the format before the tools were released. Can anyone look at these files in more detail and find any differences between them?

I've uploaded a sample XWC from each game here:
http://www.ogier-editor.com/files_ogier/xwc_examples.zip 
Ogier Pros: 
Keyboard shortcuts/layout that make you productive.

In short it's pretty good despite being in the class of retarded quakeish-engine editors. 
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