[PIGMI] Texturing software

Aranda Morrison aranda_morrison at yahoo.com.au
Tue Apr 5 05:01:58 PDT 2011


Hey, if you happen to be using Mono (I know, highly unlikely), you could use 
.Net's FileSystemWatcher. I believe this is based on INotify on linux.

As for handling it in your engine, make a TextureProxy class that holds the 
texture's FileName, TextureObject and ModifiedDate. Then in your rendering code 
make sure you're always accessing the TextureObject through the TextureProxy. 
Now when you reload it, you won't have to worry about updating references to it 
everywhere. This worked a charm for me in the DX tools I write at work.



________________________________
From: Steven Webb <steven.daniel.webb at gmail.com>
To: pigmi at pigmi.org
Sent: Tue, 5 April, 2011 7:25:15 AM
Subject: Re: [PIGMI] Texturing software

Cheers guys. I'm going to have a play around with the different     suggestions 
and see what works best for me.

Steve.

On 04/04/2011 11:45 PM, Cameron Royal wrote: 
Yeah Joel's right, if you are serious there are heaps       good tools for 
texturing models - some others: 

>
>
>http://usa.autodesk.com/adsk/servlet/pc/index?id=13565063&siteID=123112
>http://www.pixologic.com/home.php
>
>http://www.luxology.com/modo/
>http://www.nevercenter.com/silo/
>
>
>Something else you might want to keep your eye on is           procedurally 
>generated textures. The tool is bit naff but the           technology behind it 
>and the end result is very cool, you           might call these the texturing 
>tools of 2011+
>
>
>http://www.allegorithmic.com/products/substance/designer
>
>Cameron               Royal
>www.sandboxsoftware.net
>
>
>
>
>On Mon, Apr 4, 2011 at 10:15 PM, Joel             Blackwell 
><joel at superfurious.com> wrote:
>
>"...tweaking of textures is done using some combination of               
>Photoshop and Max / Maya / XSI etc"
>>
>>That's the year 2000 method.
>>
>>If you're an artist, buy 3D Coat. There's a Linux version               (beta). 
>>If you're only capable of programmer art, the Gimp               method will 
>>suffice ;)
>>
>>-Joel 
>>
>>
>>
>>On 4/04/2011 2:55 PM, Cameron Royal wrote:
>>
>>It all depends on why you are making a game.
>>>
>>>Definitely try Unity if you just want to create and                   publish a 
>>>game on
>>>any of the platforms it supports.
>>>
>>>If however you are studying programming and are                   interested in 
>>>learning
>>>more about the internals of a game engine anything                   from the 
>>>maths /
>>>geometry libraries to physics, graphics, networking,                   sound etc 
>>>then
>>>writing everything from scratch can be extremely                   rewarding 
>>and
>>>educational. Just realize that going down this path                   will 
>>>likely mean you
>>>get a pretty dodgy game at the end of it, or it takes                   so long 
>>>that you
>>>never finish / publish / profit.
>>>
>>>As for you original question, most games are going to                   have the 
>>>art
>>>pretty much done before it even hits the game engine                   so the 
>>>iteratively
>>>tweaking of textures is done using some combination of                   
>>>Photoshop and Max
>>>/ Maya / XSI etc. If you're doing it all yourself on                   linux 
>>>then you can
>>>use something like gimp, and a refresh button like                   Sean 
>>>mentioned to
>>>reload the opengl textures.
>>>
>>>Taking this one step further, under linux you can use                   inotify 
>>>from the
>>>linux kernel to monitor when your texture files change                   and 
>>>trigger a reload.
>>>
>>>http://www.ibm.com/developerworks/linux/library/l-ubuntu-inotify/index.html
>>>
>>>Hope that helps,
>>>
>>>Cameron Royal
>>>
*www.sandboxsoftware.net*                 <http://www.sandboxsoftware.net> 
>>>
>>>
>>>
>>>
>>>On Mon, Apr 4, 2011 at 2:41 PM, Paul Turbett (Black                   Lab 
>>Games)
>>>
>>><paul at blacklabgames.com.au <mailto:paul at blacklabgames.com.au>>                   
>>>wrote:
>>>
>>>   +1 for Unity
>>>
>>>   Don't waste time writing a game engine these days,                   unless 
>>>the game
>>>   is based
>>>   on some super experimental tech ideas, or you are                   working 
>>>on a platform
>>>   Unity doesn't support. Or you are using Linux. :(
>>>
>>>   L8r, Paul
>>>
>>>   -----Original Message-----
>>>   From: pigmi-pigmi.org-bounces at lists.pigmi.org
>>>   <mailto:pigmi-pigmi.org-bounces at lists.pigmi.org>
>>>   [mailto:pigmi-pigmi.org-bounces at lists.pigmi.org
>>>   <mailto:pigmi-pigmi.org-bounces at lists.pigmi.org>]                   On Behalf 
>>>Of Simon
>>>   Wittber
>>>   Sent: Monday, 4 April 2011 12:01 PM
>>>
>>>   To: pigmi at pigmi.org <mailto:pigmi at pigmi.org>
>>>   Subject: Re: [PIGMI] Texturing software
>>>
>>>   On Mon, Apr 4, 2011 at 11:40 AM, Michael B <michael.sg
>>>
>>>   <http://michael.sg>@gmail.com <http://gmail.com>> wrote:
>>>    > I've never seen a game being able to refresh                   a texture 
>>>when it
>>>   has been
>>>    > modified outside its program, but im sure it                   wouldnt be 
>>>too hard
>>>   to make a
>>>    > button that refreshes / reloads all models in                   a game.
>>>
>>>   Unity3D does it, automagically. It detects any                   asset 
>>>changes made
>>>   outside the editor and reloads them. Models,                   textures, 
>>>audio,
>>>   whatever.  And it is free of charge to use.
>>>
>>>   -Sw.
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>>>
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