| 2D | Added width and height to trophy-emblems.svg. | |
| 3D | Added new pointdefence models. | |
| examples | Fixed merge issue. | |
| gui | Rename gui/hud.svg to match naev repo | |
| logo | readded mkoflag.sh and opt logo/inkscape_export.py | |
| music | Added new song sources. | |
| ranks | Initialized naev-artwork git from cleaned-up hg checkout, added new ship .blends | |
| sounds | Added onion circus flac. | |
| utils/recolour_svg | a bit of arrangement | |
| .gitignore | whitespace | |
| .mailmap | Added mailmap. | |
| AUTHORS | Fix ARTWORK_LICENSE link. | |
| README.md | Add a note so I can merge an open PR guilt-free :) | |
IMPORTANT: Since render.sh is subject to change, the path to the output repo (naev-artwork-production) is grabbed from3D/naevpath.sh. Copy3D/naevpath.sh.example to3D/naevpath.sh and edit it to point to your NAEV Git checkout.
WARNING: The .sh files within3D/ are subject to change, and being that they can contain user-specific data, it's wise to back them up.
.gitignore by default will not commit 3D/raw or 3D/final, as they merely contain renders.ships/ - This directory contains all of the current .blends. Ships go on layer 1, and their engine meshes go on layer 9.ships/legacy - This is a legacy directory, containing unused ships and texture variants. Since the current .blends are resized and repositioned, it's likely best to just take the textures from these and apply them to current .blends (in ships/). The files are gzipped for size, but Blender can read them without issue.outfits/Miscellaneous note: there are other categories in 3D, and some scenes fit into more than one. (For instance,3D/landingports/zalek_station.blend is also the source for a station image; it's just a matter of alternative cameras.)
For an overview, seehttp://code.google.com/p/naev/wiki/HowtoGraphics
Ship rendering isn't an overly difficult task in NAEV. All ship sprites are based on Blender models, rendered with our scripts.
Note: Ships aren't automatically resized. To gauge size, openexamples/lighting-and-camera.blend and import your meshes. An ideal size nearly touches the edge, such that there's minimal wasted space on the sprite.
Note: This is for rendering one ship (or select ships). If you wish to do everything at once, running render.sh and dim.sh without arguments will do that.
3D/ships and add two entries for it to3D/dim.sh - One for the number of sprites, and one for the size of each sprite cell../render.sh admonisher./resize.sh which will resize the sprite to a usable size, as defined indim.shNote: Step 2 can be automated, if you editnaev/gfx/ship/update.sh to include your sprite locations.
naev/dat/ship.xmlnaev/gfx/ship/$ship/ as you've defined inship.xmlGiven the small size of weapon sprites, they can often be 2D-based without looking out of place. If you want a 3D-based weapon sprite, see the ship rendering instructions.
Note: This assumes you're using GIMP, which is what the sprite-making script is written for.
utils/gimp/mksprite on it.gfx/outfit/space and make a weapon inoutfit.xml use it.