Hi Jan-Peter
Is at this time known how and who is going to manage the Steam store
page for Blender? Will Valve (help to) handle this?
I like to help wherever possible. As mentioned in an earlier port, I'm
not a Blender developer but a Blender user.
I don't know what's happening behind the
On 28/08/2013, at 5:25 AM, Campbell Barton wrote:
On Tue, Aug 27, 2013 at 8:30 PM, brook...@internode.on.net wrote:
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
Roosendaal
Sent: Tuesday, August 27, 2013 3:28 PM
To: bf-blender developers
Subject: Re: [Bf-committers] Steam-powered Blender
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
Subject: Re: [Bf-committers] Steam-powered Blender
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
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
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
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.orgwrote:
There's lots of help and guidance available once
Roosendaal
Sent: Sunday, August 25, 2013 3:33 PM
To: bf-blender developers
Subject: Re: [Bf-committers] Steam-powered Blender
Hi,
I think we have two issues to solve to make it more organized. Hopefully
Jan-Peter from Valve is willing to pick that up?
- Requirements
Define a well written list of end
Blender developers on board.
Best, Jan
-Original Message-
From: bf-committers-boun...@blender.org
[mailto:bf-committers-boun...@blender.org] On Behalf Of Ton Roosendaal
Sent: Sunday, August 25, 2013 3:33 PM
To: bf-blender developers
Subject: Re: [Bf-committers] Steam-powered Blender
-committers-boun...@blender.org
[bf-committers-boun...@blender.org [1]] On Behalf Of Ton Roosendaal
Sent: Sunday, August 25, 2013 3:33 PM
To: bf-blender developers
Subject: Re: [Bf-committers] Steam-powered Blender
Hi,
I think we have two issues to solve to make it more organized.
Hopefully
-committers] Steam-powered Blender
Hi,
I think we have two issues to solve to make it more organized. Hopefully
Jan-Peter from Valve is willing to pick that up?
- Requirements
Define a well written list of end-user expectations of what should needed,
prioritized. Try to separate
Not only this, Ton, but how about publishing Blender as a free software at
Steam Store?
I brought this little question to leads us to a couple of issues:
- First of all, Steam Store agreements and polices;
- and Blender updates technology. We haven't.
The first one is kind of easy to solve: read
Hi,
I think we have two issues to solve to make it more organized. Hopefully
Jan-Peter from Valve is willing to pick that up?
- Requirements
Define a well written list of end-user expectations of what should needed,
prioritized. Try to separate the requirements related to the valve platform
I have been a long time user of blender for source modding, and have
been through all the add-ons that have been released. The most recent
SMD/DMX tools by Varsity (of facepunch) are by far the best, and are
really easy to use. The part that most people have trouble with in
source is the
I am interested in seeing blender in steam because I am much into modding
stuff , so that would really help , but I think for that Valve will have to
create many plugins to integrate blender with its games ,so it would take
time.But I would really love it.
It will be possible to create QCs from a node graph once a custom
property for datablocks is added.
What's the news on that, BTW? When PyNodes was released it was listed as
something that would be arriving soon...
On 14/08/2013 9:28, brook...@internode.on.net wrote:
I have been a long time
Additionally, on the other end of the pipeline, I'd love some support
for decompiling/importing existing compiled MDLs. Currently the only
solution is to use third-party tools (MDLDecompiler, StudioCompiler)
which aren't reliable. Making assets like hats for TF2 requires
working on top of the
A suite would probably do better overall than individually maintained
tools. A suite allowing a two-way dev environment would provide the best
workflow and would likely gain and keep support from the community (as
opposed to creating a dozen different tools to fill holes left by others).
Having a
Hi everyone,
I work for Valve (http://www.valvesoftware.com/company/). We would like to make
our digital distribution platform Steam
(www.steampowered.comhttp://www.steampowered.com) one of the places where you
can download Blender. The long-term goal would be to make it easier for people
to
Hi John. I'm not part of the BF team but I do make the SMD/DMX addon
that everyone uses for Source games
(http://code.google.com/p/blender-smd/). I'd be very interested in
integrating it with Steam!
On 13/08/2013 9:25, Jan-Peter Ewert wrote:
Hi everyone,
I work for Valve
I was thinking about SMD/DMX when I first saw this email. I think it would
be more intuitive for new users to find the SMD/DMX and potentially other
Valve addons included with Blender rather than having to go hunt for them
to add to a vanilla build. I know when I was a new user the task of finding
Hi all,
To put this in perspective - I've been in contact with JP and others from Valve
(they added a donation system, to mark a percentage of sales going to Blender
Foundation).
Valve was very interested to find other ways to support Blender, and I
suggested them to more activily involve
I think using Steam as a distribution platform would be a big win for
Blender. Virtually all game artists have steam installed and I know that
many would love this as it would enable auto updating from version to
version etc. Users on Polycount have been asking for this for a while
now, so I
...@blender.org
[mailto:bf-committers-boun...@blender.org] On Behalf Of Ton Roosendaal
Sent: Tuesday, August 13, 2013 3:21 PM
To: bf-blender developers
Subject: Re: [Bf-committers] Steam-powered Blender
Hi all,
To put this in perspective - I've been in contact with JP and others from Valve
-Original Message-
From: bf-committers-boun...@blender.org [mailto:
bf-committers-boun...@blender.org] On Behalf Of Ton Roosendaal
Sent: Tuesday, August 13, 2013 3:21 PM
To: bf-blender developers
Subject: Re: [Bf-committers] Steam-powered Blender
Hi all,
To put this in perspective
developers
Subject: Re: [Bf-committers] Steam-powered Blender
Hi all,
To put this in perspective - I've been in contact with JP and others from
Valve (they added a donation system, to mark a percentage of sales going to
Blender Foundation).
Valve was very interested to find other ways
Hi Jan-Peter,
I am interested! Since middle school I am interested in game development
creating my own simple games and I came to Blender with this background
in mind. Somehow I got caught in the audio code of Blender however and
today I am the module owner of the Blender audio code [1].
correct smoothing group support when exporting obj
(Campbell is working on this atm) but we are getting there. :)
Smooth groups have been supported in OBJ for some weeks now.
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I have been testing them but they don't seem to be working correctly. I
will email you some tests or hit you up on irc rather than fill up space
on here.
Cheers! :)
-Andy
On 14/08/2013 00:46, Campbell Barton wrote:
correct smoothing group support when exporting obj
(Campbell is working on
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