I did want to bring up that Steam supports Windows, Mac, and Linux - so we would probably want builds of Blender set up for all of those in both 32 & 64 bit setups.
-Sean On Wed, Aug 28, 2013 at 8:56 AM, Tom Edwards <cont...@steamreview.org>wrote: > There's lots of help and guidance available once you're logged into > https://partner.steamgames.com/. > > I've used the partner site a lot and would be quite happy to handle it > for Blender, if I'm trusted enough. :) > > On 28/08/2013 1:36, Jan Albartus wrote: > > Hi all, > > > > Some things concerning the actual publishing of Blender on Steam. I > > don't know if this is to soon to discuss, but I think some of the issues > > need to be tackled before Blender can appear on Steam. > > > > Blender is available as 32-bit and 64-bit applications on various > > platforms. I assume Steam has functionality to auto-detect and > > downloading the correct Blender version for that. Using 64-bit versions > > on a 64-bit platform is preferred. > > > > The actual Publishing part of Blender onto the Steam store; I assume > > Valve is willing to assist in this matter? Would Valve just take the zip > > files from Blender.org after a new Blender has been released? > > > > > > Besides the software itself, Steam also requires some artwork assets: > > > > - Screen-shots: The Steam store page shows screenshots for the > > application. 6 Blender screenshots can be found here; > > http://www.blender.org/blenderorg/blender-foundation/press/ > > > > - Application banner/graphic in different sizes: These graphics show up > > on store pages, community pages and games library. I did some research > > but could not find any specific information about sizes and formats. I > > would assume these need to be prepared as well before Blender is put on > > Steam. Maybe JP could provide some details. People can check out the > > steam store to get a feeling how these images are used. > > > > Regards, > > Jan 'LOGAN' Albartus > > > > > > On 2013-08-28 10:00, Jan-Peter Ewert wrote: > >> Hi Ton, > >> > >> We are currently working on improving the ingestion process for various > file formats on our end, but that is indeed an entirely different topic. I > don't expect an import path for .blend files to happen anytime soon, since > these can do a lot more than what we will probably ever need. > >> > >> A more realistic goal would be to work on improved import and export > paths between Blender and game engine files, including solid support for > character rigging, weight maps, facial animation setups etc. Doing that > within Blender plugins and making these available both to the general > Blender community at Blender.org and via Steam seems to be the best way > from my perspective to gain momentum. > >> > >> I believe the right order should be to bring the current version of > Blender to Steam soon, with a few useful existing plugins included in the > initial download or as DLC, and to go from there in making people on Steam > interested in Blender. That's something that could happen within the next > couple of weeks within our regular release calendar. > >> > >> Best, Jan-Peter > >> > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- ||------------------ Instant Messengers ---------------------- || ICQ at 11133295 || AIM at shatterstar98 || MSN Messenger at shatte...@hotmail.com || Yahoo Y! at the_7th_samuri ||---------------------------------------------------------------------- _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers