"Where to start" and texturing workflow questions
Posted: Tue Feb 22, 2011 4:43 pm
I had been hesitating which subforum to post to, but following post would be mostly about dev tools so that's it.
I've been watching (and playing, of course) VS for quite some time and finally decided that I could be of some help too (I have a bit of experience as a Tools/Server
Programmer in MMORPG project, Python scripting skills, 3d-modeling/texturing/rendering skills and some C/C++ knowledge). I've recently read the post from dev blog about planets texturing difficulties and thought it could be a good point to start. Then I've tried to put together bits and pieces for a whole picture reading project wiki and forum, but I still have a lot of [stupid] questions.
AFAIK, with Blender textures baking one can easily make normal maps fast enough. Does VS has any "world editing" tools for previewing and exporting/packing data to VS engine available on Linux?
Does this manual ( http://vegastrike.sourceforge.net/wiki/ ... oToShaders ) presents actual texturing workflow or shaders are still work-in-progress and actual workflow differs from depicted one?
Also, I couldn't find anything about development/cheat console which seems pretty contemplated for scripting/debugging keeping in mind Python bindings.
I already have working copies of trunk/data and trunk/vegastrike (built and running) and now I just need a bit of info such as which wiki pages to read carefully and maybe what simple tickets to attend to (besides planets texturing I could be of help with Python scripting if needed).
Any advice would be very much appreciated
Sorry for posting to wrong forum and/or for asking wrong questions too, if so.
I've been watching (and playing, of course) VS for quite some time and finally decided that I could be of some help too (I have a bit of experience as a Tools/Server
Programmer in MMORPG project, Python scripting skills, 3d-modeling/texturing/rendering skills and some C/C++ knowledge). I've recently read the post from dev blog about planets texturing difficulties and thought it could be a good point to start. Then I've tried to put together bits and pieces for a whole picture reading project wiki and forum, but I still have a lot of [stupid] questions.
AFAIK, with Blender textures baking one can easily make normal maps fast enough. Does VS has any "world editing" tools for previewing and exporting/packing data to VS engine available on Linux?
Does this manual ( http://vegastrike.sourceforge.net/wiki/ ... oToShaders ) presents actual texturing workflow or shaders are still work-in-progress and actual workflow differs from depicted one?
Also, I couldn't find anything about development/cheat console which seems pretty contemplated for scripting/debugging keeping in mind Python bindings.
I already have working copies of trunk/data and trunk/vegastrike (built and running) and now I just need a bit of info such as which wiki pages to read carefully and maybe what simple tickets to attend to (besides planets texturing I could be of help with Python scripting if needed).
Any advice would be very much appreciated
Sorry for posting to wrong forum and/or for asking wrong questions too, if so.