[Bf-committers] Steam-powered Blender

Mango Jambo moraesjunior at gmail.com
Mon Aug 26 19:11:07 CEST 2013


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 and make decisions. The second
one is the deal. Crème de la crème! A while ago I propose a project to
supply this need: Blender App Central. A place to update Blender, update
add-ons, log-in in Blender to automatically downlolad your addons; to know
and download a new add-on, comment, vote, share or even sell (the sin word
in OSS world) models, services, works, etc. Something between Blender
Network and Steam Workshops, for example. Or even an extension for Blender
Network.

I know it looks like changing the subject, but it is related, or, at least,
it is part of the basis for make it happen easily. And I feel it is the
right time now because there is new things in Blender development that is
making something really import for the users happen: integration!
- Cycles with a new licence;
- Campbell working on FBX import;
- Blender at Unity forums being discussed as a casual artist software
integrated in their (and mine) workflow - and game studios migrating to
Blender;
- This discussion about integrating with steam workshops;

IMHO, it is missing the Blender App Central that connects everything. If it
was already working, it would be easy to may be integrate with Steam
Workshop, for example. I've could make it myself if I knew it, but I am not
a programmer. I've could to make this a business, a paid service, something
like Unity Store, but I think it could be a good business model for Blender
Users if it was inside Blender Network and I would like to ask you devs to
think about it. Last time we talked about it was so inspiring, we had great
discussions. I hope now we could evolve these ideas. The time is right. I
don't understand all the core development process, or some secrets or
tricks behind it, but I understand a LOT Blender as an user and an artist
and I hope to discuss more about it here.

Cheers


Moraes Jr - aka mangojambo
Animator & 3D Artist
+55 43 88133399 <http://www.oniria.com.br>


On 25 August 2013 10:32, Ton Roosendaal <ton at blender.org> wrote:

> 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
> and data I/O, from the ones related to Blender using in general.
>
> - Find the devs
> Advertise this well in Steam channels to insipre developers there to join
> efforts on it. Valve could play a role in it too... maybe giving out some
> rewards for it or so?
>
> I think this should be handled in the Steam community first. Issues like
> APIs, dependencies, license compliancy, technical designs to comply our
> releases, then can be handled here or one of other channels (IRC).
>
> Thanks,
>
> -Ton-
>
> --------------------------------------------------------
> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> Chairman Blender Foundation - Producer Blender Institute
> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>
>
>
> On 15 Aug, 2013, at 3:05, Jeffrey H wrote:
>
> > 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 team develop these tools as a whole (whether Valve, the
> community
> > or a third party) would keep them compatible with each other and
> > up-to-date. I think this would work out well while we're talking about
> > Source and its collection of command line tools, but what about other dev
> > kits? Do other workshop dev kits support the same source files (obj/tga)?
> >
> > Regarding the tool suite: what would we need in this suite to allow
> two-way
> > data transfer between SDK and Blender?
> > -An importer/exporter for models and related data (mesh, skeleton,
> > animation). This would essentially be SMD/DMX tools with an importer.
> > -Importer/exporter for materials and textures
> > -Possibly an interchange with Hammer's plain-text format (vmf)?
> >
> > This is essentially my thought process from this afternoon. Hope I'm not
> > dreaming to big here.
> >
> >
> > On Wed, Aug 14, 2013 at 12:14 PM, SheeEttin <sheeettin at gmail.com> wrote:
> >
> >> 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 existing model, and that's kinda hard to do
> >> without the model.
> >>
> >> I'm really excited for this whole thing, and I'm willing to help any
> way I
> >> can.
> >>
> >> On Wed, Aug 14, 2013 at 4:28 AM,  <brookesy at internode.on.net> wrote:
> >>> 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 compilation process, so you would want to have an
> >>> automatic system for generating a .qc through the blender addon (like
> >>> the one used by GUIstudiomdl, for instance) for new users. The
> >>> .smd/dmx files and the .qc could be uploaded together and compiled
> >>> remotely (and locally for testing). This would maximize useability for
> >>> new modelers I think.
> >>>
> >>> Another major feature that would be very useful for modders is the
> >>> ability to create source materials for their models directly within
> >>> blender. At the moment there is no VTF support, so we use tga or png
> >>> and convert them externally. Blender already has a good material
> >>> system but being able to generate a .vmt from your material settings
> >>> would be great as well. At least the basics like phong/cubemap and
> >>> normals. These two features would immediately allow people who already
> >>> model with blender to make models straight away.
> >>>
> >>> Hell I have a whole list of stuff but I digress.
> >>>
> >>> I'd be up for providing training for modelers to use the tools, I
> >>> have already been making tutorial videos and such on youtube, but the
> >>> majority of my input has been streaming to online classrooms via
> >>> Livestream. I would love to help out in any way I can, be that testing
> >>> or providing some service to the community. My support is behind
> >>> providing Blender with the SMD/DMX tools already installed and
> >>> automatically maintained. Great that you guys are even considering
> >>> this!
> >>>
> >>> - Abe (Black_Stormy)
> >>>
> >>> _______________________________________________
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> >
> >
> >
> > --
> > Jeffrey "Italic_" Hoover
> > _______________________________________________
> > Bf-committers mailing list
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