Difference between revisions of "HowTos"
(→Compile the Vega Strike sourcecode: changed wording) |
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** [[HowTo:Texture|Creating your own textures]] - A summary on how to make texture maps | ** [[HowTo:Texture|Creating your own textures]] - A summary on how to make texture maps | ||
*** [[HowTo:Texture in Wings3d|Texturing your model in Wings 3d]] | *** [[HowTo:Texture in Wings3d|Texturing your model in Wings 3d]] | ||
− | *** [http://netzwelt.gaming-hut.de/vegatexturing/ WIP VegaStrike texturing page by Major] | + | *** [http://web.archive.org/web/20040310195543/http://netzwelt.gaming-hut.de/vegatexturing/ WIP VegaStrike texturing page by Major] (web archive) |
*** [http://edice.netfirms.com/tuts/texturetut.htm Texturing tutorial by Duality] | *** [http://edice.netfirms.com/tuts/texturetut.htm Texturing tutorial by Duality] | ||
*** [[HowTo:SuperrealisticTexturing|Tips for realistic-looking textures]] | *** [[HowTo:SuperrealisticTexturing|Tips for realistic-looking textures]] |
Revision as of 11:08, 1 August 2010
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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
MODs
Sourcecode HowTos
Obtain a copy of the development-version files
- Checkout Vega Strike's Subversion (SVN) modules.
- Checkout Vega Strike's Subversion (SVN) modules in Ubuntu.
- 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.
- Moving data4.x to data - We recently (on May 1, 2008) moved the data4.x repository to "data". This has instructions on how to update your repository without checking out everything again.
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
- Compiling from the released source
- Debug a Vega Strike Compilation
Miscellaneous HowTos
See Also
- Installing
- Development
- For related tools see the Links section.