<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:arial, helvetica, sans-serif;font-size:12pt"><div>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.</div><div><br></div><div>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.</div><div style="font-family:arial, helvetica, sans-serif;font-size:12pt"><br><div style="font-family:times new roman, new york, times, serif;font-size:12pt"><font size="2" face="Tahoma"><hr size="1"><b><span style="font-weight: bold;">From:</span></b>
Steven Webb <steven.daniel.webb@gmail.com><br><b><span style="font-weight: bold;">To:</span></b> pigmi@pigmi.org<br><b><span style="font-weight: bold;">Sent:</span></b> Tue, 5 April, 2011 7:25:15 AM<br><b><span style="font-weight: bold;">Subject:</span></b> Re: [PIGMI] Texturing software<br></font><br>
Cheers guys. I'm going to have a play around with the different
suggestions and see what works best for me.<br>
<br>
Steve.<br>
<br>
On 04/04/2011 11:45 PM, Cameron Royal wrote:
<blockquote type="cite">Yeah Joel's right, if you are serious there are heaps
good tools for texturing models - some others:
<div><br>
</div>
<div><a rel="nofollow" target="_blank" href="http://usa.autodesk.com/adsk/servlet/pc/index?id=13565063&siteID=123112">http://usa.autodesk.com/adsk/servlet/pc/index?id=13565063&siteID=123112</a></div>
<div><a rel="nofollow" target="_blank" href="http://www.pixologic.com/home.php">http://www.pixologic.com/home.php</a><br>
<div><a rel="nofollow" target="_blank" href="http://www.luxology.com/modo/">http://www.luxology.com/modo/</a></div>
<div><a rel="nofollow" target="_blank" href="http://www.nevercenter.com/silo/">http://www.nevercenter.com/silo/</a></div>
<div><br>
</div>
<div>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+</div>
<div><br>
</div>
<div><a rel="nofollow" target="_blank" href="http://www.allegorithmic.com/products/substance/designer">http://www.allegorithmic.com/products/substance/designer</a></div>
<div><br clear="all">
<span style="border-collapse:collapse;
font-family:arial, sans-serif;font-size:13px;"><font color="#999999">Cameron
Royal<br>
</font><a rel="nofollow" target="_blank" href="http://www.sandboxsoftware.net"><font color="#666666"><b>www.sandboxsoftware.net</b></font></a><br>
</span><br>
<br>
<br>
<div class="gmail_quote">On Mon, Apr 4, 2011 at 10:15 PM, Joel
Blackwell <span dir="ltr"><<a rel="nofollow" ymailto="mailto:joel@superfurious.com" target="_blank" href="mailto:joel@superfurious.com">joel@superfurious.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0pt 0pt 0pt 0.8ex;border-left:1px solid rgb(204, 204, 204);padding-left:1ex;">
"...tweaking of textures is done using some combination of
Photoshop and Max / Maya / XSI etc"<br>
<br>
That's the year 2000 method.<br>
<br>
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 ;)<br>
<br>
-Joel
<div class="im"><br>
<br>
<br>
On 4/04/2011 2:55 PM, Cameron Royal wrote:<br>
</div>
<blockquote class="gmail_quote" style="margin:0pt 0pt 0pt 0.8ex;border-left:1px solid rgb(204, 204, 204);padding-left:1ex;">
<div class="im">
It all depends on why you are making a game.<br>
<br>
Definitely try Unity if you just want to create and
publish a game on<br>
any of the platforms it supports.<br>
<br>
If however you are studying programming and are
interested in learning<br>
more about the internals of a game engine anything
from the maths /<br>
geometry libraries to physics, graphics, networking,
sound etc then<br>
writing everything from scratch can be extremely
rewarding and<br>
educational. Just realize that going down this path
will likely mean you<br>
get a pretty dodgy game at the end of it, or it takes
so long that you<br>
never finish / publish / profit.<br>
<br>
As for you original question, most games are going to
have the art<br>
pretty much done before it even hits the game engine
so the iteratively<br>
tweaking of textures is done using some combination of
Photoshop and Max<br>
/ Maya / XSI etc. If you're doing it all yourself on
linux then you can<br>
use something like gimp, and a refresh button like
Sean mentioned to<br>
reload the opengl textures.<br>
<br>
Taking this one step further, under linux you can use
inotify from the<br>
linux kernel to monitor when your texture files change
and trigger a reload.<br>
<br>
<a rel="nofollow" target="_blank" href="http://www.ibm.com/developerworks/linux/library/l-ubuntu-inotify/index.html">http://www.ibm.com/developerworks/linux/library/l-ubuntu-inotify/index.html</a><br>
<br>
Hope that helps,<br>
<br>
Cameron Royal<br>
</div>
*<a rel="nofollow" target="_blank" href="http://www.sandboxsoftware.net">www.sandboxsoftware.net</a>*
<<a rel="nofollow" target="_blank" href="http://www.sandboxsoftware.net">http://www.sandboxsoftware.net</a>>
<div class="im"><br>
<br>
<br>
<br>
On Mon, Apr 4, 2011 at 2:41 PM, Paul Turbett (Black
Lab Games)<br>
</div>
<div class="im">
<<a rel="nofollow" ymailto="mailto:paul@blacklabgames.com.au" target="_blank" href="mailto:paul@blacklabgames.com.au">paul@blacklabgames.com.au</a>
<mailto:<a rel="nofollow" ymailto="mailto:paul@blacklabgames.com.au" target="_blank" href="mailto:paul@blacklabgames.com.au">paul@blacklabgames.com.au</a>>>
wrote:<br>
<br>
+1 for Unity<br>
<br>
Don't waste time writing a game engine these days,
unless the game<br>
is based<br>
on some super experimental tech ideas, or you are
working on a platform<br>
Unity doesn't support. Or you are using Linux. :(<br>
<br>
L8r, Paul<br>
<br>
-----Original Message-----<br>
From: <a rel="nofollow" ymailto="mailto:pigmi-pigmi.org-bounces@lists.pigmi.org" target="_blank" href="mailto:pigmi-pigmi.org-bounces@lists.pigmi.org">pigmi-pigmi.org-bounces@lists.pigmi.org</a><br>
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On Behalf Of Simon<br>
Wittber<br>
Sent: Monday, 4 April 2011 12:01 PM<br>
</div>
<div class="im"> To: <a rel="nofollow" ymailto="mailto:pigmi@pigmi.org" target="_blank" href="mailto:pigmi@pigmi.org">pigmi@pigmi.org</a>
<mailto:<a rel="nofollow" ymailto="mailto:pigmi@pigmi.org" target="_blank" href="mailto:pigmi@pigmi.org">pigmi@pigmi.org</a>><br>
Subject: Re: [PIGMI] Texturing software<br>
<br>
On Mon, Apr 4, 2011 at 11:40 AM, Michael B <<a rel="nofollow" target="_blank" href="http://michael.sg">michael.sg</a><br>
</div>
<div class="im"> <<a rel="nofollow" target="_blank" href="http://michael.sg">http://michael.sg</a>>@<a rel="nofollow" target="_blank" href="http://gmail.com">gmail.com</a> <<a rel="nofollow" target="_blank" href="http://gmail.com">http://gmail.com</a>>> wrote:<br>
> I've never seen a game being able to refresh
a texture when it<br>
has been<br>
> modified outside its program, but im sure it
wouldnt be too hard<br>
to make a<br>
> button that refreshes / reloads all models in
a game.<br>
<br>
Unity3D does it, automagically. It detects any
asset changes made<br>
outside the editor and reloads them. Models,
textures, audio,<br>
whatever. And it is free of charge to use.<br>
<br>
-Sw.<br>
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