Re: [Bf-committers] Steam-powered Blender

2013-08-27 Thread Jan-Peter Ewert
Hi Ton, Yes, I am willing to pick that up to the degree that I am able to, since I am not an engineer. Sorry for being silent for a while, preparing and doing GDC and Gamescom took up a lot of resources. As for requirements, my feeling is that the first step is to get a version of Blender

Re: [Bf-committers] Generating icons overwriting files in SVN.

2013-08-27 Thread Constantin Rahn
Some naive question: Why do you use incscape or imagemagic and not blender itself? In 2008 there was a nice plugin called Vectex, with the functionality of using native SVG as textures in Blender Render. With this plugin updated to latest blender version, it should be possible to rasterize the

Re: [Bf-committers] Steam-powered Blender

2013-08-27 Thread Jan Albartus
Hi Ton, Jan and everyone else, On a more practical approach, my personal feeling is that it might be useful to think about putting the current Blender on steam and then provide any addons/plugins as separate DLC (Downloadable content). This way the official Blender doesn't need any Steam

Re: [Bf-committers] Generating icons overwriting files in SVN.

2013-08-27 Thread Sergey Sharybin
Supporting SVG as a textures is a complete different topic. Here we're discussing building process itself,meaning to the time SVG-PNG conversion is needed there's no blender built yet. Adding extra dependency for this step i would consider a bad idea. And i still not sure we need to be smart

Re: [Bf-committers] Generating icons overwriting files in SVN.

2013-08-27 Thread Constantin Rahn
Ah sure, you are right, there is no blender at buildtime that could convert the PNGs. Am 27.08.2013 11:27, schrieb Sergey Sharybin: Supporting SVG as a textures is a complete different topic. Here we're discussing building process itself,meaning to the time SVG-PNG conversion is needed

Re: [Bf-committers] Generating icons overwriting files in SVN.

2013-08-27 Thread Campbell Barton
Added convenience target so you can run make icons from blenders source dir. On Tue, Aug 27, 2013 at 7:32 PM, Constantin Rahn cr...@vrchannel.de wrote: Ah sure, you are right, there is no blender at buildtime that could convert the PNGs. Am 27.08.2013 11:27, schrieb Sergey Sharybin:

Re: [Bf-committers] Steam-powered Blender

2013-08-27 Thread brookesy
Hey Jan-Peter, can you talk to the guys about providing .blend files for the DOTA2 character downloads here? http://www.dota2.com/workshop/requirements This would expose the community since blender can't natively import .fbx or .ma files and .smd are limiting. Cheers, - Abe

Re: [Bf-committers] Generating icons overwriting files in SVN.

2013-08-27 Thread Bastien Montagne
Thanks Campbell, think this will do it for now! :) On 27/08/2013 12:06, Campbell Barton wrote: Added convenience target so you can run make icons from blenders source dir. On Tue, Aug 27, 2013 at 7:32 PM, Constantin Rahncr...@vrchannel.de wrote: Ah sure, you are right, there is no blender at

Re: [Bf-committers] Steam-powered Blender

2013-08-27 Thread Ton Roosendaal
Hi all, The discussion is getting confusing for me. I'm not a Steam user (and probably most active devs here are not). It would be appreciated if people can explain requirements on that noob level. To start with - most importantly - I was only discussing here Blender as a tool for game

[Bf-committers] Add-ons in Blender for commercial services

2013-08-27 Thread Sam Vila
Hi, looks like Octane Render just published all the source code and the necessary stuff for the Blender Foundation to be able to integrate this directly into the trunk. Are you aware about that? If so... why not doing it? This is a good chance to show that Blender is also able to deal with