Difference between revisions of "HowTos"
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* [[Development:Cargo_(graphics)|Creating Cargo Graphics]] | * [[Development:Cargo_(graphics)|Creating Cargo Graphics]] | ||
* [[HowTo:Make Splash Screens|Making splash screens that display at startup]] | * [[HowTo:Make Splash Screens|Making splash screens that display at startup]] | ||
− | * [[ | + | * [[Development:Base Backgrounds|Making backgrounds for planets, bases, and capital ships]] |
* [[HowTo:Add Warp Trails|Making autopiloting leave behind star dust]] | * [[HowTo:Add Warp Trails|Making autopiloting leave behind star dust]] | ||
* [[HowTo:Radiosity baking in Blender|Radiosity baking in Blender]] | * [[HowTo:Radiosity baking in Blender|Radiosity baking in Blender]] |
Revision as of 12:41, 13 March 2008
Contents
Game HowTos
Modeling
This series of How-to articles is intended to take you through the full process of creating a model and adding it to Vega Strike.
- Adding your ship to Vega Strike - An overview of how to create and add ships to the game
- HowTo:Create Models - A summary on how to create a new model for Vega Strike
- Brad Mick's video tutorial on ship modelling - using Lightwave, but the concept is general: Rapid Prototyping
- Creating a 3D-model using Wings3D - includes general guidance for other modeling programs
- A basic Blender3D tutorial - not specific to ships, though...
- Understanding "Smooth Groups" - a Blender tutorial on splitting smooth groups...
- Getting bevels to look good - a Blender tutorial on smooth shading and beveling...
- Smoothly Welding complex shapes - a Blender tutorial on smooth welding...
- Unwrapping your model - How to UV-map your ship so it can be textured
- Using Blender to unwrap your model - A blender UV-mapping tutorial
- Full ship unwrap tutorial (Blender) - Full ship UV unwrap, from A to Z
- Creating your own textures - A summary on how to make texture maps
- Editing BFXM files (format spec)
- Editing units.csv
- Editing the xunit file of a ship - Deprecated, but can be converted easily to .csv format
- HowTo:Create Models - A summary on how to create a new model for Vega Strike
Advanced Topics
New Stuff (The Shaders Age begins...)
- Introduction to shaders, and what they mean for you --Bumpmaps, Normalmaps, Shininess maps ...
Artwork
Artwork related Howtos
- Generating star system backgrounds
- Creating Orbital Planet Surfaces
- Creating Cargo Graphics
- Making splash screens that display at startup
- Making backgrounds for planets, bases, and capital ships
- Making autopiloting leave behind star dust
- Radiosity baking in Blender
MODs
Miscellaneous
- Game related:
- Information related:
- Event related:
Sourcecode HowTos
Obtain a copy of the development-version files
- Checkout Vega Strike's Subversion (SVN) modules.
- Checkout Vega Strike's Subversion (SVN) modules on Mac OSX.
- Checkout Vegastrike CVS modules with various programs. - Deprecated
NOTE: Vegastrike development has moved to SVN. CVS is still theoretically accessible, but the repository is months out of date and will never be updated again. There is no reason not to use Subversion instead.
Compile the Vega Strike sourcecode
- Compiling from SVN under Visual C++
- Compiling from SVN under Cygwin (may not work--enter at your own risk)
- Compiling from SVN under your favourite Unixlike OS
- Compiling from SVN on Mac OSX
- Debug a Vega Strike Compilation
Miscellaneous HowTos
See Also
- Installing
- Development
- For related tools see the Links section.