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 Post subject: Asset Sources?
PostPosted: Mon May 29, 2017 1:54 am 
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This is somehow related to my previous question. I successfully converted mesh and skeleton files but Ogre seems to be a one way format so I was wondering if the source assets are also available for modifications.

Thanks.


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 Post subject: Re: Asset Sources?
PostPosted: Mon May 29, 2017 4:22 am 
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though i have only been working on a map, i agree, you need to be able to decompile a mesh to edit it, let alone replace it. I am disgusted that it is not yet possible - something I begged for when we first made this engine public. I think the guys won't make it that easy, but they should definitely make it accessible some other way. My map is useless without this ability. We need to be able to let people make their own character. I am sick of it and my prototype already works in another more known engine. I just want to stay here, at home. I hope they will make sure we can easily edit a character ffs.


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 Post subject: Re: Asset Sources?
PostPosted: Thu Jun 01, 2017 5:59 pm 
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im not sure if this will help but there is the OgreXmlConverter http://www.ogre3d.org/tikiwiki/OgreXmlConverter or http://www.ogre3d.org/tikiwiki/tiki-ind ... ender2ogre


http://www.ogre3d.org/tikiwiki/Free+Resources


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 Post subject: Re: Asset Sources?
PostPosted: Sat Jun 03, 2017 7:21 am 
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Yes, I completely agree with you guys. It seems a bit weird not having the sources to the assets themselves. I don't mind about licensing since most engines usually packaged their asset sources with CC-BY-SA license.

Something like 3DSMax or Blender format? either way it would be nice to have them on the repository.


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 Post subject: Re: Asset Sources?
PostPosted: Mon Jun 05, 2017 1:57 pm 
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My personal assets is already more then 25G with source files. (musics,sounds fx, images, textures, props ...)
The sourceforge (SF) media is already over 1G with some very big files inside (mainly src files) which is painful to manage under some tools (diff, SF, svn ...)
Directory media from SF is very slow to download!
Grit src is handled with git hub and media with SF svn!

We shall have access to source, but shall not be stored in SF media.
The media directory structure shall be revisited to provide minimal functionalities without all the demos, playground, wipeout, obsoleted stuffs ... those shall be moved elsewhere but easily integrate-able.

Something like:
..
media The minimal media directory structure from SF (created from git hub)
media/system
media/common Without .blend, .max ...
media/projects An empty directory to hold downloadable demos, ...
media/editor The grit Editor to create new projects or edit downloaded projects
grit-engine The src directory to build grit engine from git hub
grit-engine/media The minimal media to build SF media (with src .blend, .max, ... in submodules)

This way we can synchronize and manage c++ and lua with the same CM tool (git).


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 Post subject: Re: Asset Sources?
PostPosted: Tue Jun 13, 2017 10:48 am 
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I like the directory structure and should be all in github. SF is prehistoric now and full of malwares.

Still the big question is, where are the media sources? It seems weird to see that it just came out as ogre file formats.


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 Post subject: Re: Asset Sources?
PostPosted: Tue Jun 13, 2017 11:20 am 
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Can you give an exact path filename of an asset that you want to convert or edit from grit media directory ?


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