https://www.guildofwriters.org/w/api.php?action=feedcontributions&user=Branan&feedformat=atomGuild of Writers Wiki - User contributions [en]2024-03-29T15:09:52ZUser contributionsMediaWiki 1.26.3https://www.guildofwriters.org/w/index.php?title=MediaWiki:Writers.css&diff=4967MediaWiki:Writers.css2012-04-13T22:13:07Z<p>Branan: Switch to darkening the background for inline diff sections.</p>
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color: #eeeeee;<br />
background: #282828;<br />
padding: 8px;<br />
border: 1px solid #141414;<br />
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margin: 10px 20px 10px 0px;<br />
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text-decoration: none;<br />
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td.diff-addedline {<br />
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}</div>Brananhttps://www.guildofwriters.org/w/index.php?title=MediaWiki:Writers.css&diff=4966MediaWiki:Writers.css2012-04-13T21:36:33Z<p>Branan: Try some new colors for the diff view</p>
<hr />
<div>pre {<br />
color: #eeeeee;<br />
background: #282828;<br />
padding: 8px;<br />
border: 1px solid #141414;<br />
}<br />
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.tleft {<br />
margin: 10px 20px 10px 0px;<br />
}<br />
<br />
.post ul, .post ol {<br />
margin: 1em 0 1em 2em;<br />
}<br />
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.post li ul, .post li ol {<br />
margin: 0 0 0 2em;<br />
}<br />
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#toc {<br />
margin: 2em 2em 2em 0;<br />
}<br />
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ins.diffchange {<br />
color: #366639;<br />
text-decoration: none;<br />
}<br />
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td.diff-addedline {<br />
background-color: #98C89B;<br />
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td.diff-deletedline {<br />
background-color: #C89B98;<br />
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h2#title {<br />
text-align: left;<br />
}</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=4827Main Page2012-03-03T18:11:36Z<p>Branan: /* Software Development */ I can haz spelling?</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The [[Guild_of_Writers_Wiki:About|Guild of Writers]] is a community of artists and programmers working to create or learn to use existing assets and [[:Category:Tools|tools]] for the open-source [[CyanWorlds.com Engine]]. It is a [[Guild of Writers Wiki:Contributions|collaborative community]], working toward the common goal of building new and exciting [[:Category:Ages|Ages]]. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
=Ages=<br />
==Creating Ages==<br />
<br />
''See also: [[Creating Ages]]''<br />
<br />
The primary focus of the Guild is on the creation of [[:Category:Ages|Ages]] for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]].<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the [http://forum.guildofwriters.com forums] and find a group to collaborate with.<br />
<br />
==Exploring Ages==<br />
The Guild also offers the [[:Category:Tools|tools]] and support required for you to visit the [[:Category:Ages|Ages]]. You don't have to be a programmer to enjoy the beautiful creations! Again, there are two paths:<br />
<br />
* [[Playing Fan Ages|Playing the ages offline]], to explore them on your own PC after manual installation of interesting ages.<br />
* [[Playing Together|Playing the ages online]], where you can meet other explorers and usually do not have to deal with manual age updates.<br />
<br />
If you need help with the setup, join the [http://forum.guildofwriters.org forums] and ask for support - but please remember to give a detailed description of what you did, what happened and what you expected to happen instead.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine. There is also a list of [[KI: New Feature Log|New KI Features.]] being discussed for future development.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=4825Main Page2012-03-03T18:11:02Z<p>Branan: /* Software Development */</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The [[Guild_of_Writers_Wiki:About|Guild of Writers]] is a community of artists and programmers working to create or learn to use existing assets and [[:Category:Tools|tools]] for the open-source [[CyanWorlds.com Engine]]. It is a [[Guild of Writers Wiki:Contributions|collaborative community]], working toward the common goal of building new and exciting [[:Category:Ages|Ages]]. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
=Ages=<br />
==Creating Ages==<br />
<br />
''See also: [[Creating Ages]]''<br />
<br />
The primary focus of the Guild is on the creation of [[:Category:Ages|Ages]] for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]].<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the [http://forum.guildofwriters.com forums] and find a group to collaborate with.<br />
<br />
==Exploring Ages==<br />
The Guild also offers the [[:Category:Tools|tools]] and support required for you to visit the [[:Category:Ages|Ages]]. You don't have to be a programmer to enjoy the beautiful creations! Again, there are two paths:<br />
<br />
* [[Playing Fan Ages|Playing the ages offline]], to explore them on your own PC after manual installation of interesting ages.<br />
* [[Playing Together|Playing the ages online]], where you can meet other explorers and usually do not have to deal with manual age updates.<br />
<br />
If you need help with the setup, join the [http://forum.guildofwriters.org forums] and ask for support - but please remember to give a detailed description of what you did, what happened and what you expected to happen instead.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine. There is also a list of [[KI: New Feature Log|New KI Features.]] being disscussed for future development.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Max:Introduction&diff=4170Max:Introduction2011-07-21T06:07:33Z<p>Branan: Move installation instructions to their own page</p>
<hr />
<div>{{Tutorial|Introduction}}<br />
<br />
== What is the 3ds Max Plugin? ==<br />
The 3ds Max Plugin is what Cyan originally used to create all the ages you'll find in Uru. It was released in its built form by Cyan on the 13th April, 2010. On the 6th April 2011, Cyan released the source code for the plugin. As it stands, it will '''only''' work in two versions of 3ds Max - versions 7 and 8. Trial versions of both of these Max versions can be found on the internet.<br />
<br />
The 3ds Max plugin offers the user a reasonably user-friendly interface with which to develop maps for the Cyan Worlds Engine, without as many scripting requirements as [[PyPRP]]. However, as it requires out of date versions of Max, its usability by the general modding community is limited.<br />
<br />
<br />
== Get the 3ds Max Plugin ==<br />
''Main Article: [[Max:Installation|Installing The Max Plugin]]''<br />
For now, only the version that Cyan provided in April 2010 is available. You may download it from Cyan's [http://cho.cyan.com/bahrowings/MOULaPlugins871.zip Cho server].<br />
<br />
== Where can I find help on the 3ds Max Plugin? ==<br />
<br />
Mark (Chogon) from Cyan released [http://cho.cyan.com/bahrowings/PlasmaPlugins.doc basic documentation] with the plugin. It's by no means perfect, but interested parties will gain at least something out of it. In addition, TheMagician created a [http://www.agecreationtutorials.co.nr/ series of video tutorials] that every new developer should watch. You can also drop into the Guild of Writers' [http://forum.guildofwriters.com/viewforum.php?f=93 3ds Max sub-forum] and ask questions there.<br />
<br />
<br />
== Footnote ==<br />
<br />
A word from the wise. Max is the most used program out there for modelling, and therefore the amount of free tutorial content on how to do stuff is huge. Google is your friend in working with Max, and there are several excellent developer communities out there that use Max heavily, including [http://www.polycount.com Polycount.com] and [http://www.cgsociety.com CG Society]. Good luck, and have fun.<br />
<br />
[[Category:3ds Max]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Max:Installing&diff=4169Max:Installing2011-07-21T06:07:09Z<p>Branan: move some stuff around a bit</p>
<hr />
<div>{{Tutorial|Installation}}<br />
<br />
= Setting up the 3ds Max Plugin =<br />
<br />
First, you need 3ds Max version 7 or 8. Trial versions of these two programs can be found on the internet. You should also make sure that you have the latest service pack for your Max version.<br />
* [http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=5663191&linkID=9241178 3ds Max 7]<br />
* [http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=7176150&linkID=9241178 3ds Max 8]<br />
<br />
For now, only the version that Cyan provided in April 2010 is available. You may download it from Cyan's [http://cho.cyan.com/bahrowings/MOULaPlugins871.zip Cho server].<br />
<br />
To set up the 3ds Max plugin:<br />
# Copy all the .dll files that exist in the base directory of your Myst Online: Uru Live Again folder to the base directory of your 3ds Max installation.<br />
# Download (see below) and extract the plugin. Copy over the MaxPlasmaLights.dlo and PlasmaMax.gup files to your Max version's "plugins" folder.<br />
# Once doing this, boot up 3ds Max. If all goes well, it will crash out. Once it crashes, go to your Max installation's "plugcfg" file and open up the newly-created "PlasmaMAX2.ini" in a text editor like Notepad.<br />
# You need to replace the entire text with something that will actually work, like the sample below.<br />
# Replace "PathToYourOutputDirectory" with a real folder. This is where Max will export your files, and where you need to place your files for Max to read them!<br />
# Start up Max again. If all goes well, you should launch up and a dropdown menu saying "Plasma" will exist on the top bar.<br />
<br />
Congratulations! The 3ds Max Plugin is now installed! If you are having difficulties, you might find [http://www.youtube.com/watch?v=JjUomH6IMJ0&fmt=22 The Magician's Video Tutorial] helpful.<br />
<br />
<br />
== PlasmaMAX2.ini Sample ==<br />
[Menu]<br />
Version=10<br />
[SceneViewer]<br />
Directory=PathToYourOutputDirectory<br />
[Export]<br />
X=411<br />
Y=322<br />
Dir=</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Max:Installing&diff=4168Max:Installing2011-07-21T06:06:38Z<p>Branan: typoooooo</p>
<hr />
<div>{{Tutorial|Installation}}<br />
<br />
For now, only the version that Cyan provided in April 2010 is available. You may download it from Cyan's [http://cho.cyan.com/bahrowings/MOULaPlugins871.zip Cho server].<br />
<br />
<br />
= Setting up the 3ds Max Plugin =<br />
<br />
First, you need 3ds Max version 7 or 8. Trial versions of these two programs can be found on the internet. You should also make sure that you have the latest service pack for your Max version.<br />
* [http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=5663191&linkID=9241178 3ds Max 7]<br />
* [http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=7176150&linkID=9241178 3ds Max 8]<br />
<br />
To set up the 3ds Max plugin:<br />
# Copy all the .dll files that exist in the base directory of your Myst Online: Uru Live Again folder to the base directory of your 3ds Max installation.<br />
# Download (see below) and extract the plugin. Copy over the MaxPlasmaLights.dlo and PlasmaMax.gup files to your Max version's "plugins" folder.<br />
# Once doing this, boot up 3ds Max. If all goes well, it will crash out. Once it crashes, go to your Max installation's "plugcfg" file and open up the newly-created "PlasmaMAX2.ini" in a text editor like Notepad.<br />
# You need to replace the entire text with something that will actually work, like the sample below.<br />
# Replace "PathToYourOutputDirectory" with a real folder. This is where Max will export your files, and where you need to place your files for Max to read them!<br />
# Start up Max again. If all goes well, you should launch up and a dropdown menu saying "Plasma" will exist on the top bar.<br />
<br />
Congratulations! The 3ds Max Plugin is now installed! If you are having difficulties, you might find [http://www.youtube.com/watch?v=JjUomH6IMJ0&fmt=22 The Magician's Video Tutorial] helpful.<br />
<br />
<br />
== PlasmaMAX2.ini Sample ==<br />
[Menu]<br />
Version=10<br />
[SceneViewer]<br />
Directory=PathToYourOutputDirectory<br />
[Export]<br />
X=411<br />
Y=322<br />
Dir=</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Max:Installing&diff=4167Max:Installing2011-07-21T06:06:28Z<p>Branan: Add tutorial tag</p>
<hr />
<div>{{Tutorial|Installation}<br />
<br />
For now, only the version that Cyan provided in April 2010 is available. You may download it from Cyan's [http://cho.cyan.com/bahrowings/MOULaPlugins871.zip Cho server].<br />
<br />
<br />
= Setting up the 3ds Max Plugin =<br />
<br />
First, you need 3ds Max version 7 or 8. Trial versions of these two programs can be found on the internet. You should also make sure that you have the latest service pack for your Max version.<br />
* [http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=5663191&linkID=9241178 3ds Max 7]<br />
* [http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=7176150&linkID=9241178 3ds Max 8]<br />
<br />
To set up the 3ds Max plugin:<br />
# Copy all the .dll files that exist in the base directory of your Myst Online: Uru Live Again folder to the base directory of your 3ds Max installation.<br />
# Download (see below) and extract the plugin. Copy over the MaxPlasmaLights.dlo and PlasmaMax.gup files to your Max version's "plugins" folder.<br />
# Once doing this, boot up 3ds Max. If all goes well, it will crash out. Once it crashes, go to your Max installation's "plugcfg" file and open up the newly-created "PlasmaMAX2.ini" in a text editor like Notepad.<br />
# You need to replace the entire text with something that will actually work, like the sample below.<br />
# Replace "PathToYourOutputDirectory" with a real folder. This is where Max will export your files, and where you need to place your files for Max to read them!<br />
# Start up Max again. If all goes well, you should launch up and a dropdown menu saying "Plasma" will exist on the top bar.<br />
<br />
Congratulations! The 3ds Max Plugin is now installed! If you are having difficulties, you might find [http://www.youtube.com/watch?v=JjUomH6IMJ0&fmt=22 The Magician's Video Tutorial] helpful.<br />
<br />
<br />
== PlasmaMAX2.ini Sample ==<br />
[Menu]<br />
Version=10<br />
[SceneViewer]<br />
Directory=PathToYourOutputDirectory<br />
[Export]<br />
X=411<br />
Y=322<br />
Dir=</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Max:Installing&diff=4166Max:Installing2011-07-21T06:06:08Z<p>Branan: Initial page with data copied from Max:Introduction</p>
<hr />
<div>For now, only the version that Cyan provided in April 2010 is available. You may download it from Cyan's [http://cho.cyan.com/bahrowings/MOULaPlugins871.zip Cho server].<br />
<br />
<br />
= Setting up the 3ds Max Plugin =<br />
<br />
First, you need 3ds Max version 7 or 8. Trial versions of these two programs can be found on the internet. You should also make sure that you have the latest service pack for your Max version.<br />
* [http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=5663191&linkID=9241178 3ds Max 7]<br />
* [http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=7176150&linkID=9241178 3ds Max 8]<br />
<br />
To set up the 3ds Max plugin:<br />
# Copy all the .dll files that exist in the base directory of your Myst Online: Uru Live Again folder to the base directory of your 3ds Max installation.<br />
# Download (see below) and extract the plugin. Copy over the MaxPlasmaLights.dlo and PlasmaMax.gup files to your Max version's "plugins" folder.<br />
# Once doing this, boot up 3ds Max. If all goes well, it will crash out. Once it crashes, go to your Max installation's "plugcfg" file and open up the newly-created "PlasmaMAX2.ini" in a text editor like Notepad.<br />
# You need to replace the entire text with something that will actually work, like the sample below.<br />
# Replace "PathToYourOutputDirectory" with a real folder. This is where Max will export your files, and where you need to place your files for Max to read them!<br />
# Start up Max again. If all goes well, you should launch up and a dropdown menu saying "Plasma" will exist on the top bar.<br />
<br />
Congratulations! The 3ds Max Plugin is now installed! If you are having difficulties, you might find [http://www.youtube.com/watch?v=JjUomH6IMJ0&fmt=22 The Magician's Video Tutorial] helpful.<br />
<br />
<br />
== PlasmaMAX2.ini Sample ==<br />
[Menu]<br />
Version=10<br />
[SceneViewer]<br />
Directory=PathToYourOutputDirectory<br />
[Export]<br />
X=411<br />
Y=322<br />
Dir=</div>Brananhttps://www.guildofwriters.org/w/index.php?title=PyPRP:Installing&diff=4165PyPRP:Installing2011-07-21T06:04:01Z<p>Branan: hurrdurr.</p>
<hr />
<div>{{Tutorial|Installation}}<br />
==Video Tutorial==<br />
bnewton81 made a video tutorial for the installation procedure at http://www.youtube.com/watch?v=HiFet-3BYAs<br />
<br />
==Required Software==<br />
''Note:'' Blender 2.49'''b''' '''must''' be used because it is the only version of Blender than supports Python 2.6, which is required by all of the other required software.<br />
<br />
===Windows===<br />
* [http://mirror.cs.umn.edu/blender.org/release/Blender2.49b/blender-2.49b-windows.exe Blender 2.49b]<br />
* [http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi Python 2.6.6]<br />
* [http://effbot.org/downloads/PIL-1.1.6.win32-py2.6.exe Python Imaging Library 1.1.6]<br />
* [http://pyyaml.org/download/pyyaml/PyYAML-3.09.win32-py2.6.exe PyYAML 3.09]<br />
<br />
===Mac/Linux===<br />
* [http://www.blender.org/download/get-blender/ Blender 2.49b]<br />
* [http://www.python.org/ftp/python/2.6.6/Python-2.6.6.tgz Python 2.6.6]<br />
* [http://www.pythonware.com/products/pil/ Python Imaging Library]<br />
* [http://pyyaml.org/download/pyyaml/PyYAML-3.09.tar.gz PyYAML 3.09]<br />
<br />
==Finding your Blender Scripts Folder==<br />
Before we get PyPRP and install it, you will need to locate your Blender scripts folder, which is where PyPRP needs to be placed.<br />
<br />
===All Platforms (Advanced)===<br />
''Note: This method is for users who are already comfortable with using Blender''<br />
<br />
Click on the ''Help'' > ''System'' > ''System Information''. This will create a text file called ''system-info.txt'' inside Blender. Open this text file and look for a line that says ''Default dir for scripts''. Your scripts folder is written out in the line below.<br />
<br />
===Windows===<br />
Blender allows you to choose where your scripts folder is installed. By default, Blender obscures the script folder in your Application Data folder, which makes finding it somewhat troublesome. Unfortunately, the Application Data folder is in different places depending on which version of Windows you are using. Please refer to the following sample locations to see if your scripts folder is in the Application Data folder.<br />
* '''Windows 2000/XP''': ''C:\Documents and Settings\<'''Your User Name'''>\Application Data\Blender Foundation''<br />
* '''Windows Vista/7''': ''C:\Users\<'''Your User Name'''>\AppData\Roaming\Blender Foundation''<br />
If the ''Blender Foundation'' folder is present, then your scripts folder can be found by going to the ''Blender'' > ''.blender'' > ''scripts'' folder. Otherwise, the scripts folder can be found within your Blender installation itself. This is usually ''C:\Program Files\Blender Foundation\Blender\.blender\scripts''. If you are running a 64-bit operating system, substitute ''Program Files'' for ''Program Files (x86)''.<br />
<br />
===Mac OS X===<br />
You have two options: Either use the built-in scripts folder of the Blender application. This is simple and makes PyPRP available to all users of the computer, but you will have to move over PyPRP if you install a newer version of Blender. Or make your personal scripts folder to keep PyPRP and other third-party scripts neatly separated from Blender's built-in scripts.<br />
<br />
'''To use the built-in scripts folder:''' Right-click or ctrl-click on the ''blender'' application and choose ''Show Package Contents''. Go to ''Contents/MacOS''. The ''.blender'' folder is in there, but it is invisible because its name starts with a period. To open it, press cmd-shift-G (or choose ''Go to Folder…'' from the ''Go'' menu) and enter ''.blender'' into the box. The '''''scripts''''' folder is in the ''.blender'' folder and already contains a number of scripts.<br />
<br />
'''To make your own scripts folder:''' Open ''/Applications/Utilities/Terminal'', enter<br />
mkdir -p ~/.blender/scripts<br />
and press return. You can quit Terminal after that. (You can't make the ''.blender'' folder in the Finder because it doesn't allow you to rename it to a name starting with a period.) Now open your home folder (''/Users/<your user name>'') and press cmd-shift-G (or choose ''Go to Folder…'' from the ''Go'' menu). Enter ''.blender'' into the box to open the invisible folder you just created and find the '''''scripts''''' folder in there.<br />
<br />
At this stage, Blender will exclusively use the newly created scripts folder and thus lose its built-in scripts. To bring them back: Open Blender and drag the menu bar down to reveal the Preferences window. Select ''File Paths'' in the bottom button row. Click the folder button in the ''Python Scripts'' box, navigate to where you installed the Blender application (''blender.app'') in the file dialog, drill down to ''blender.app/Contents/MacOS/.blender/scripts'', and click ''SELECT SCRIPT PATH''. After closing the Preferences window again, choose ''File'' > ''Save Default Settings'' to make the new setting permanent.<br />
<br />
===Linux===<br />
''/home/<'''Your User Name'''>/.blender/scripts''<br />
<br />
<br />
'''Important :''' Whatever the OS, make sure the PyPRP files are copied inside /scripts/'''PyPRP/''' or Blender will return a 'No module named PyPRP' error.<br />
<br />
==Getting PyPRP==<br />
===PyPRP 1.6 (latest stable version)===<br />
Once you have the required software installed and have located your Blender scripts folder, download [http://guildofwriters.com/pyprp/gow-pyprp-1.6.0.zip PyPRP 1.6.0]. If you have a previous version of PyPRP installed you will need to uninstall it by removing all files starting with ''prp_'', ''alc'', and ''uruprp_'' from your Blender ''scripts'' folder because the ''files from older versions of PyPRP will conflict with PyPRP 1.6 and cause it to crash''. Unzip the file and move the ''PyPRP'' folder (the whole folder, ''not'' just the files in it – this has changed from previous versions) into the Blender ''scripts'' folder.<br />
<br />
===Nightly Build and Older Releases===<br />
Alternatively, if you are interested in getting the very latest development version with the newest features, you should grab the bleeding edge [http://svn.guildofwriters.com/pyprp_nightly.zip nightly build] of PyPRP. This file is updated every midnight UTC -5 and represents the latest bleeding edge of PyPRP.<br />
<br />
''Advanced users can select any [[Download_PyPRP|older versions of PyPRP]] they would like to download.''<br />
<br />
==Reaching your age==<br />
In order to be able to reach the age you created in-game, you need the same set of tools as required for [[Playing Fan Ages|playing fan ages]].<br />
<br />
==Congrats==<br />
Congratulations! You should now have PyPRP installed and are ready to get started building Ages. If you'd like to test that PyPRP is installed and working properly you can try to [[Getting_Started_With_Writing|get started on your own]].<br />
<br />
[[Category:PyPRP]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=PyPRP:Installing&diff=4164PyPRP:Installing2011-07-21T06:03:37Z<p>Branan: Add tutorial template</p>
<hr />
<div>{{Tutorial|Introduction}}<br />
==Video Tutorial==<br />
bnewton81 made a video tutorial for the installation procedure at http://www.youtube.com/watch?v=HiFet-3BYAs<br />
<br />
==Required Software==<br />
''Note:'' Blender 2.49'''b''' '''must''' be used because it is the only version of Blender than supports Python 2.6, which is required by all of the other required software.<br />
<br />
===Windows===<br />
* [http://mirror.cs.umn.edu/blender.org/release/Blender2.49b/blender-2.49b-windows.exe Blender 2.49b]<br />
* [http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi Python 2.6.6]<br />
* [http://effbot.org/downloads/PIL-1.1.6.win32-py2.6.exe Python Imaging Library 1.1.6]<br />
* [http://pyyaml.org/download/pyyaml/PyYAML-3.09.win32-py2.6.exe PyYAML 3.09]<br />
<br />
===Mac/Linux===<br />
* [http://www.blender.org/download/get-blender/ Blender 2.49b]<br />
* [http://www.python.org/ftp/python/2.6.6/Python-2.6.6.tgz Python 2.6.6]<br />
* [http://www.pythonware.com/products/pil/ Python Imaging Library]<br />
* [http://pyyaml.org/download/pyyaml/PyYAML-3.09.tar.gz PyYAML 3.09]<br />
<br />
==Finding your Blender Scripts Folder==<br />
Before we get PyPRP and install it, you will need to locate your Blender scripts folder, which is where PyPRP needs to be placed.<br />
<br />
===All Platforms (Advanced)===<br />
''Note: This method is for users who are already comfortable with using Blender''<br />
<br />
Click on the ''Help'' > ''System'' > ''System Information''. This will create a text file called ''system-info.txt'' inside Blender. Open this text file and look for a line that says ''Default dir for scripts''. Your scripts folder is written out in the line below.<br />
<br />
===Windows===<br />
Blender allows you to choose where your scripts folder is installed. By default, Blender obscures the script folder in your Application Data folder, which makes finding it somewhat troublesome. Unfortunately, the Application Data folder is in different places depending on which version of Windows you are using. Please refer to the following sample locations to see if your scripts folder is in the Application Data folder.<br />
* '''Windows 2000/XP''': ''C:\Documents and Settings\<'''Your User Name'''>\Application Data\Blender Foundation''<br />
* '''Windows Vista/7''': ''C:\Users\<'''Your User Name'''>\AppData\Roaming\Blender Foundation''<br />
If the ''Blender Foundation'' folder is present, then your scripts folder can be found by going to the ''Blender'' > ''.blender'' > ''scripts'' folder. Otherwise, the scripts folder can be found within your Blender installation itself. This is usually ''C:\Program Files\Blender Foundation\Blender\.blender\scripts''. If you are running a 64-bit operating system, substitute ''Program Files'' for ''Program Files (x86)''.<br />
<br />
===Mac OS X===<br />
You have two options: Either use the built-in scripts folder of the Blender application. This is simple and makes PyPRP available to all users of the computer, but you will have to move over PyPRP if you install a newer version of Blender. Or make your personal scripts folder to keep PyPRP and other third-party scripts neatly separated from Blender's built-in scripts.<br />
<br />
'''To use the built-in scripts folder:''' Right-click or ctrl-click on the ''blender'' application and choose ''Show Package Contents''. Go to ''Contents/MacOS''. The ''.blender'' folder is in there, but it is invisible because its name starts with a period. To open it, press cmd-shift-G (or choose ''Go to Folder…'' from the ''Go'' menu) and enter ''.blender'' into the box. The '''''scripts''''' folder is in the ''.blender'' folder and already contains a number of scripts.<br />
<br />
'''To make your own scripts folder:''' Open ''/Applications/Utilities/Terminal'', enter<br />
mkdir -p ~/.blender/scripts<br />
and press return. You can quit Terminal after that. (You can't make the ''.blender'' folder in the Finder because it doesn't allow you to rename it to a name starting with a period.) Now open your home folder (''/Users/<your user name>'') and press cmd-shift-G (or choose ''Go to Folder…'' from the ''Go'' menu). Enter ''.blender'' into the box to open the invisible folder you just created and find the '''''scripts''''' folder in there.<br />
<br />
At this stage, Blender will exclusively use the newly created scripts folder and thus lose its built-in scripts. To bring them back: Open Blender and drag the menu bar down to reveal the Preferences window. Select ''File Paths'' in the bottom button row. Click the folder button in the ''Python Scripts'' box, navigate to where you installed the Blender application (''blender.app'') in the file dialog, drill down to ''blender.app/Contents/MacOS/.blender/scripts'', and click ''SELECT SCRIPT PATH''. After closing the Preferences window again, choose ''File'' > ''Save Default Settings'' to make the new setting permanent.<br />
<br />
===Linux===<br />
''/home/<'''Your User Name'''>/.blender/scripts''<br />
<br />
<br />
'''Important :''' Whatever the OS, make sure the PyPRP files are copied inside /scripts/'''PyPRP/''' or Blender will return a 'No module named PyPRP' error.<br />
<br />
==Getting PyPRP==<br />
===PyPRP 1.6 (latest stable version)===<br />
Once you have the required software installed and have located your Blender scripts folder, download [http://guildofwriters.com/pyprp/gow-pyprp-1.6.0.zip PyPRP 1.6.0]. If you have a previous version of PyPRP installed you will need to uninstall it by removing all files starting with ''prp_'', ''alc'', and ''uruprp_'' from your Blender ''scripts'' folder because the ''files from older versions of PyPRP will conflict with PyPRP 1.6 and cause it to crash''. Unzip the file and move the ''PyPRP'' folder (the whole folder, ''not'' just the files in it – this has changed from previous versions) into the Blender ''scripts'' folder.<br />
<br />
===Nightly Build and Older Releases===<br />
Alternatively, if you are interested in getting the very latest development version with the newest features, you should grab the bleeding edge [http://svn.guildofwriters.com/pyprp_nightly.zip nightly build] of PyPRP. This file is updated every midnight UTC -5 and represents the latest bleeding edge of PyPRP.<br />
<br />
''Advanced users can select any [[Download_PyPRP|older versions of PyPRP]] they would like to download.''<br />
<br />
==Reaching your age==<br />
In order to be able to reach the age you created in-game, you need the same set of tools as required for [[Playing Fan Ages|playing fan ages]].<br />
<br />
==Congrats==<br />
Congratulations! You should now have PyPRP installed and are ready to get started building Ages. If you'd like to test that PyPRP is installed and working properly you can try to [[Getting_Started_With_Writing|get started on your own]].<br />
<br />
[[Category:PyPRP]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=4018Main Page2011-05-27T03:39:16Z<p>Branan: Reverted edits by Branan (talk) to last revision by Tsar hoikas</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create or learn to use existing assets and [[:Category:Tools|tools]] for the open-source [[CyanWorlds.com Engine]]. It is a collaborative community, working toward the common goal of building new and exciting [[:Category:Ages|Ages]]. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Currently [[User:Lontahv|Lontahv]])''<br />
* '''Guild Councilor of Technical Direction''' ''(Currently [[User: Tsar hoikas|Tsar Hoikas]])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently [[User:Branan|Branan]])''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure document].<br />
<br />
=Ages=<br />
==Creating Ages==<br />
The primary focus of the Guild is on the creation of [[:Category:Ages|Ages]] for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the [http://forum.guildofwriters.com forums] and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=4017Main Page2011-05-27T03:35:54Z<p>Branan: /* Creating Ages */ Add PyPRP2</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create or learn to use existing assets and [[:Category:Tools|tools]] for the open-source [[CyanWorlds.com Engine]]. It is a collaborative community, working toward the common goal of building new and exciting [[:Category:Ages|Ages]]. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Currently [[User:Lontahv|Lontahv]])''<br />
* '''Guild Councilor of Technical Direction''' ''(Currently [[User: Tsar hoikas|Tsar Hoikas]])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently [[User:Branan|Branan]])''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure document].<br />
<br />
=Ages=<br />
==Creating Ages==<br />
The primary focus of the Guild is on the creation of [[:Category:Ages|Ages]] for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] 2.4 with [[PyPRP|PyPRP 1]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]]<br />
* Using [[Blender]] 2.5 with [[PyPRP2|PyPRP 2]], which targets all Uru versions as well as the [[CyanWorlds.com Engine]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the [http://forum.guildofwriters.com forums] and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3988Development:CyanWorlds.com Engine2011-04-26T02:36:03Z<p>Branan: make it clear we only like PhysX 2.6.4</p>
<hr />
<div>This page contains information about how to contribute to the Guild of Writers fork of the [[CyanWorlds.com Engine]].<br />
<br />
=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://www.nvidia.com/object/physx_archives.html#SDK PhysX Archives]. Please use 2.6.4. Newer versions likely will not work correctly.<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The June 2010 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run the command <code>cmake-gui</code> in the command prompt .<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
** '''''Note:''' Only one of PhysX or OpenAL will show at a time as being missing. Fix the one that shows up, then hit '''''configure''''' again, and the other one will show up.''<br />
* Click '''Configure''' again<br />
* Click '''Generate'''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository. Try to avoid merging other branches into your work branch (including updates to master). The cleaner your branch is the easier it will be to integrate.<br />
<br />
==Code Guidelines==<br />
# Follow whatever code style is already in the file you're working on. Plasma was developed over many years, and there are a variety of styles in the code.<br />
# Indentation should be 4 spaces. Never use tabs.<br />
<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Run <code>git config --global core.autocrlf true</code> '''''Note:''' If you're familiar with git, you may wish to enable this on a per-repository basis instead of globally.''<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.<br />
<br />
[[Category:Projects]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3987Development:CyanWorlds.com Engine2011-04-26T02:33:32Z<p>Branan: more cleanups on CMake stuff</p>
<hr />
<div>This page contains information about how to contribute to the Guild of Writers fork of the [[CyanWorlds.com Engine]].<br />
<br />
=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://www.nvidia.com/object/physx_archives.html#SDK PhysX Archives]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The June 2010 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run the command <code>cmake-gui</code> in the command prompt .<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
** '''''Note:''' Only one of PhysX or OpenAL will show at a time as being missing. Fix the one that shows up, then hit '''''configure''''' again, and the other one will show up.''<br />
* Click '''Configure''' again<br />
* Click '''Generate'''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository. Try to avoid merging other branches into your work branch (including updates to master). The cleaner your branch is the easier it will be to integrate.<br />
<br />
==Code Guidelines==<br />
# Follow whatever code style is already in the file you're working on. Plasma was developed over many years, and there are a variety of styles in the code.<br />
# Indentation should be 4 spaces. Never use tabs.<br />
<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Run <code>git config --global core.autocrlf true</code> '''''Note:''' If you're familiar with git, you may wish to enable this on a per-repository basis instead of globally.''<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.<br />
<br />
[[Category:Projects]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3986Development:CyanWorlds.com Engine2011-04-26T02:11:31Z<p>Branan: /* Configuring and Building */ make stuff less vague</p>
<hr />
<div>This page contains information about how to contribute to the Guild of Writers fork of the [[CyanWorlds.com Engine]].<br />
<br />
=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://www.nvidia.com/object/physx_archives.html#SDK PhysX Archives]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The June 2010 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3021d52b-514e-41d3-ad02-438a3ba730ba DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run the command <code>cmake-gui</code> in the command prompt .<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository. Try to avoid merging other branches into your work branch (including updates to master). The cleaner your branch is the easier it will be to integrate.<br />
<br />
==Code Guidelines==<br />
# Follow whatever code style is already in the file you're working on. Plasma was developed over many years, and there are a variety of styles in the code.<br />
# Indentation should be 4 spaces. Never use tabs.<br />
<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Run <code>git config --global core.autocrlf true</code> '''''Note:''' If you're familiar with git, you may wish to enable this on a per-repository basis instead of globally.''<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.<br />
<br />
[[Category:Projects]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3978Main Page2011-04-24T18:45:28Z<p>Branan: Undo revision 3873 by Egon (talk) Page needs to be updated before inclusion on main page</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create or learn to use existing assets and [[:Category:Tools|tools]] for the open-source [[CyanWorlds.com Engine]]. It is a collaborative community, working toward the common goal of building new and exciting [[:Category:Ages|Ages]]. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Currently [[User:Lontahv|Lontahv]])''<br />
* '''Guild Councilor of Technical Direction''' ''(Currently [[User: Tsar hoikas|Tsar Hoikas]])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently [[User:Branan|Branan]])''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure document].<br />
<br />
=Ages=<br />
You can [[Playing Fan Ages|play fan created ages]], browse [[Gallery of Fan Created Ages|gallery of fan created ages]], or check out list of articles describing existing and upcoming [[:Category:Ages|Ages]].<br />
<br />
==Creating Ages==<br />
The primary focus of the Guild is on the creation of [[:Category:Ages|Ages]] for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the [http://forum.guildofwriters.com forums] and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3977Main Page2011-04-24T18:43:49Z<p>Branan: Undo revision 3976 by Branan (talk)</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create or learn to use existing assets and [[:Category:Tools|tools]] for the open-source [[CyanWorlds.com Engine]]. It is a collaborative community, working toward the common goal of building new and exciting [[:Category:Ages|Ages]]. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Currently [[User:Lontahv|Lontahv]])''<br />
* '''Guild Councilor of Technical Direction''' ''(Currently [[User: Tsar hoikas|Tsar Hoikas]])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently [[User:Branan|Branan]])''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure document].<br />
<br />
=Ages=<br />
You can [[Playing Fan Ages|play fan created ages]], browse [[Gallery of Fan Created Ages|gallery of fan created ages]], or check out list of articles describing existing and upcoming [[:Category:Ages|Ages]].<br />
<br />
==Creating Ages==<br />
The primary focus of the Guild is on the creation of [[:Category:Ages|Ages]] for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the [http://forum.guildofwriters.com forums] and find a group to collaborate with.<br />
<br />
You should also check out [[Turning Ideas Into Ages]].<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3976Main Page2011-04-24T18:43:09Z<p>Branan: Reverted edits by Egon (talk) to last revision by Diafero</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create assets and tools for the open-source CyanWorlds.com Engine. It is a collaborative community, working toward the common goal of building new and exciting ages. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Currently [[User:Lontahv|Lontahv]])''<br />
* '''Guild Councilor of Technical Direction''' ''(Currently [[User: Tsar hoikas|Tsar Hoikas]])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently [[User:Branan|Branan]])''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure document].<br />
<br />
=Art and Writing=<br />
The primary focus of the Guild is on the creation of Ages for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP:Introduction|PyPRP]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max:Introduction|Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the forums and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3908Development:CyanWorlds.com Engine2011-04-17T02:15:27Z<p>Branan: Get rid of note about cURL (we have it now)</p>
<hr />
<div>This page contains information about how to contribute to the Guild of Writers fork of the [[CyanWorlds.com Engine]].<br />
<br />
=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The November 2008 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository. Try to avoid merging other branches into your work branch (including updates to master). The cleaner your branch is the easier it will be to integrate.<br />
<br />
==Code Guidelines==<br />
# Follow whatever code style is already in the file you're working on. Plasma was developed over many years, and there are a variety of styles in the code.<br />
# Indentation should be 4 spaces. Never use tabs.<br />
<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Run <code>git config --global core.autocrlf true</code> '''''Note:''' If you're familiar with git, you may wish to enable this on a per-repository basis instead of globally.''<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.<br />
<br />
[[Category:Projects]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3897Development:CyanWorlds.com Engine2011-04-16T17:28:14Z<p>Branan: </p>
<hr />
<div>This page contains information about how to contribute to the Guild of Writers fork of the [[CyanWorlds.com Engine]].<br />
<br />
=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The November 2008 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle] ''This bundle is currently missing libcurl. It will be updated shortly with the new library. We're sorry for any inconvenience, and the developer that pushed a new dependency has been properly chastised''<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository. Try to avoid merging other branches into your work branch (including updates to master). The cleaner your branch is the easier it will be to integrate.<br />
<br />
==Code Guidelines==<br />
# Follow whatever code style is already in the file you're working on. Plasma was developed over many years, and there are a variety of styles in the code.<br />
# Indentation should be 4 spaces. Never use tabs.<br />
<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Run <code>git config --global core.autocrlf true</code> '''''Note:''' If you're familiar with git, you may wish to enable this on a per-repository basis instead of globally.''<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.<br />
<br />
[[Category:Projects]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3852Development:CyanWorlds.com Engine2011-04-14T18:05:15Z<p>Branan: Add a couple quick code points</p>
<hr />
<div>This page contains information about how to contribute to the Guild of Writers fork of the [[CyanWorlds.com Engine]].<br />
<br />
=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The November 2008 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository. Try to avoid merging other branches into your work branch (including updates to master). The cleaner your branch is the easier it will be to integrate.<br />
<br />
==Code Guidelines==<br />
# Follow whatever code style is already in the file you're working on. Plasma was developed over many years, and there are a variety of styles in the code.<br />
# Indentation should be 4 spaces. Never use tabs.<br />
<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Run <code>git config --global core.autocrlf true</code> '''''Note:''' If you're familiar with git, you may wish to enable this on a per-repository basis instead of globally.''<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3696Main Page2011-04-13T19:10:48Z<p>Branan: I'm HR now</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create assets and tools for the open-source CyanWorlds.com Engine. It is a collaborative community, working toward the common goal of building new and exciting ages. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Current: [[User:Lontahv|Lontahv]])''<br />
* '''Guild Councilor of Technical Direction''' ''(Current: [[User: Tsar hoikas|Tsar Hoikas]])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently [[User:Branan|Branan]])''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure document].<br />
<br />
=Art and Writing=<br />
The primary focus of the Guild is on the creation of Ages for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP:Introduction|PyPRP]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max:Introduction|Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the forums and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3693Development:CyanWorlds.com Engine2011-04-12T00:10:05Z<p>Branan: </p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The November 2008 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Run <code>git config --global core.autocrlf true</code> '''''Note:''' If you're familiar with git, you may wish to enable this on a per-repository basis instead of globally.''<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3692Development:CyanWorlds.com Engine2011-04-11T23:47:53Z<p>Branan: Add autocrlf instructions</p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The November 2008 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Run <code>git config --global core.autocrlf true</code> '''''Note:''' If you're familiar with git, you may wish to enable this on a per-repository basis instead of globally'.'<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3691Development:CyanWorlds.com Engine2011-04-11T21:49:27Z<p>Branan: Add a bit more about forks and pull requests.</p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The November 2008 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
GitHub provides a robust set of tools to allow you to easily share your changes with the main Guild repository. These tools revolve around two concepts: forks and pull requests.<br />
<br />
Using a GitHub fork, you can develop your changes in a repository that you have full access to. Once you're ready to share that change, you can issue a pull request. The GoW development team will be notified and we'll review your changeset for inclusion. After a few good patches, you will probably be offered direct access to the GoW repository, meaning faster turn around for your patches and less management work for the core dev team.<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
==Forking the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:Offline_KI&diff=3678Development:Offline KI2011-04-11T18:15:06Z<p>Branan: Create Page</p>
<hr />
<div>{{Stub}}<br />
The Offline KI is developed by [[User:Diafero | Diafero]]. It is a set of modifications to the KI that enable fan age development and testing in [[Uru: Complete Chronicles]].</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development&diff=3677Development2011-04-11T18:13:57Z<p>Branan: </p>
<hr />
<div>{{Stub}}<br />
The Guild of Writers maintains a number of software programs for use by Writers and Explorers. This list is by no means exhaustive, and any developer is free to start a new project under the Guild of Writers umbrella as long as it relates to the goals of the guild and its members.<br />
<br />
# [[Development:CyanWorlds.com Engine | CyanWorlds.com Engine]]<br />
# [[Development:PyPRP | PyPRP]]<br />
# [[Development:Offline KI | Offline KI]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3675Main Page2011-04-11T18:06:59Z<p>Branan: moved New Main to Main Page: Move new wiki main to be the main page</p>
<hr />
<div>__NOTOC__<br />
{{New Page|Archive:Main Page}}<br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create assets and tools for the open-source CyanWorlds.com Engine. It is a collaborative community, working toward the common goal of building new and exciting ages. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Current: [[User:Lontahv|Lontahv]])''<br />
* '''Guild Councilor of Technical Direction''' ''(Current: [[User: Tsar hoikas|Tsar Hoikas]])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently Unfilled)''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure document].<br />
<br />
=Art and Writing=<br />
The primary focus of the Guild is on the creation of Ages for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP:Introduction|PyPRP]], which targets [[Uru: Complete Chronicles]] and [[Uru: Ages Beyond Myst]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max:Introduction|Max Plugin]], which targets the most recent version of the [[CyanWorlds.com Engine]].<br />
<br />
If you aren't a 3D artist, there are opportunities for writing, sound design, and texture creation. You should join the forums and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Talk:Archive:Main_Page&diff=3673Talk:Archive:Main Page2011-04-11T18:06:16Z<p>Branan: moved Talk:Main Page to Talk:Archive:Main Page: Archiving old wiki content</p>
<hr />
<div>== Guild Essentials ==<br />
<br />
Is the '''''Guild Essentials''''' title really necessary? It's the only top-level header on the page. [[User:Floydman|Floydman]] 09:08, 5 August 2008 (EDT)<br />
<br />
Well, does it bother you?<br />
[[User:Trylon|Trylon]] 10:06, 5 August 2008 (EDT)<br />
<br />
Personally, yes, but that's why I'm discussing it: to see if it bothers anyone else. [[User:Floydman|Floydman]] 11:12, 5 August 2008 (EDT)<br />
<br />
Ok, please tell us why it bothers you then... [[User:Trylon|Trylon]] 12:13, 5 August 2008 (EDT)<br />
<br />
Lol, I feel like I'm in therapy: "How does that make you feel?" I've just seen that it has been removed, but I'll answer anyway. As I stated earlier, it's the only top-level header on the page. If there's only one section on the main page, then there is no need to title it. It would be much the same as me putting this discussion under the title "Guild Essentials"; that would only be necessary if another discussion took place on this page. [[User:Floydman|Floydman]] 12:51, 5 August 2008 (EDT)<br />
<br />
How prophetic! [[User:Robert the rebuilder|Robert The Rebuilder]] 11:46, 26 August 2008 (EDT)<br />
<br />
== Ahra Pahts section removal ==<br />
<br />
<br />
J'Kla: I removed the Ahra Pahts section because it is just one of many age projects underway. It is already listed in the [[Ongoing Age Projects]] topic. Also, the main page is getting quite long.<br />
[[User:Robert the rebuilder|Robert The Rebuilder]] 11:44, 26 August 2008 (EDT)</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Talk:Main_Page&diff=3674Talk:Main Page2011-04-11T18:06:16Z<p>Branan: moved Talk:Main Page to Talk:Archive:Main Page: Archiving old wiki content</p>
<hr />
<div>#REDIRECT [[Talk:Archive:Main Page]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3670Development:CyanWorlds.com Engine2011-04-11T18:01:11Z<p>Branan: fix URL</p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The November 2008 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a DirectX SDK]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
==Getting the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin. If your changes are approved, they'll be merged into the main Guild of Writers Plasma repository.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=User:Branan&diff=3667User:Branan2011-04-11T02:38:47Z<p>Branan: Created page with "{{Stub}}"</p>
<hr />
<div>{{Stub}}</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3666Development:CyanWorlds.com Engine2011-04-11T02:17:32Z<p>Branan: </p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The November 2008 [http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5493f76a-6d37-478d-ba17-28b1cca4865a DirectX SDK]<br />
* The [http://guildofwriters.com/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
==Getting the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin. If your changes are approved, they'll be merged into the main Guild of Writers Plasma repository.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3665Development:CyanWorlds.com Engine2011-04-11T02:14:07Z<p>Branan: </p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The [http://guildofwriters.com/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
==Getting the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin. If your changes are approved, they'll be merged into the main Guild of Writers Plasma repository.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development&diff=3656Development2011-04-11T01:10:09Z<p>Branan: Created page with "{{Stub}} The Guild of Writers maintains a number of software programs for use by Writers and Explorers. This list is by no means exhaustive, and any developer is free to start a ..."</p>
<hr />
<div>{{Stub}}<br />
The Guild of Writers maintains a number of software programs for use by Writers and Explorers. This list is by no means exhaustive, and any developer is free to start a new project under the Guild of Writers umbrella as long as it relates to the goals of the guild and its members.<br />
<br />
# [[Development:CyanWorlds.com Engine | CyanWorlds.com Engine]]<br />
# [[Development:PyPRP | PyPRP]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=CyanWorlds.com_Engine&diff=3652CyanWorlds.com Engine2011-04-11T00:59:19Z<p>Branan: </p>
<hr />
<div>{{Stub}}<br />
The CyanWorlds.com Engine, formerly known as Plasma, was developed by HeadSpin Technologies and Cyan Worlds.<br />
<br />
It has been used in all of Cyan Worlds' real-time games, including<br />
* [[RealMyst]]<br />
* [[Uru: Ages Beyond Myst]]<br />
* [[Uru: Complete Chronicles]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=CyanWorlds.com_Engine&diff=3647CyanWorlds.com Engine2011-04-11T00:48:35Z<p>Branan: fix links</p>
<hr />
<div>The CyanWorlds.com Engine, formerly known as Plasma, was developed by HeadSpin Technologies and Cyan Worlds.<br />
<br />
It has been used in all of Cyan Worlds' real-time games, including<br />
* [[RealMyst]]<br />
* [[Uru: Ages Beyond Myst]]<br />
* [[Uru: Complete Chronicles]]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=CyanWorlds.com_Engine&diff=3646CyanWorlds.com Engine2011-04-11T00:48:19Z<p>Branan: Created page with "The CyanWorlds.com Engine, formerly known as Plasma, was developed by HeadSpin Technologies and Cyan Worlds. It has been used in all of Cyan Worlds' real-time games, including *..."</p>
<hr />
<div>The CyanWorlds.com Engine, formerly known as Plasma, was developed by HeadSpin Technologies and Cyan Worlds.<br />
<br />
It has been used in all of Cyan Worlds' real-time games, including<br />
* [RealMyst]<br />
* [Uru: Ages Beyond Myst]<br />
* [Uru: Complete Chronicles]</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3645Development:CyanWorlds.com Engine2011-04-11T00:34:09Z<p>Branan: </p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008 SP1. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
==Getting the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin. If your changes are approved, they'll be merged into the main Guild of Writers Plasma repository.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3627Development:CyanWorlds.com Engine2011-04-10T07:32:38Z<p>Branan: cleanups</p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you just want read-only access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section. If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.''<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
=Contributing=<br />
==Getting the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin. If your changes are approved, they'll be merged into the main Guild of Writers Plasma repository.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Development:CyanWorlds.com_Engine&diff=3626Development:CyanWorlds.com Engine2011-04-10T07:30:12Z<p>Branan: massive initial version</p>
<hr />
<div>=Git=<br />
The Guild of Writers fork of the CyanWorlds.com Engine uses [http://git-scm.com git] for its source control needs. If you're already familiar with git, some of these instructions may seem obvious to you. If you're not familiar with git, it is recommended that you read through some of the excellent articles in the [http://help.github.com/ GitHub help area].<br />
<br />
=Dependencies=<br />
* [http://cmake.org CMake]. When you install, make sure you tell the installer to add CMake to the system PATH.<br />
* PhysX 2.6.4. This is available from NVIDIA's [http://developer.nvidia.com/physx-downloads PhysX Developer Center]<br />
* [http://connect.creativelabs.com/openal/Downloads/OpenAL11CoreSDK.zip Creative Labs' OpenAL SDK 1.1]<br />
* The [http://guildofwriters.com/tools/devlibs.zip CWE development libraries bundle]<br />
* Microsoft Visual Studio 2008. The express edition is not supported at this time.<br />
<br />
=Building the Code=<br />
==Getting the Code==<br />
''If you intend to contribute to the codebase, you should follow the '''''Getting the Code''''' section below under '''''Contributing'''.<br />
* First, you'll need git. Follow the first section of the [http://help.github.com/win-set-up-git/ Windows git setup guide]. You don't need a GitHub account if you only want read access, and you don't need to generate an SSH key. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Open Git GUI from the Start menu, and click "Clone Existing Repository"<br />
* Enter <code>git://github.com/H-uru/Plasma.git</code> as the source, and select your preferred destination folder.<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
<br />
==Configuring and Building==<br />
''If you haven't already, make sure you've installed and unpacked all the files listed in the '''''Dependencies''''' section.'' If you're not using Visual Studio 2008, you may need to build some or all of these dependencies yourself.<br />
<br />
* Open a Visual Studio 2008 command prompt<br />
* run the command <code>set CMAKE_PREFIX_PATH="C:\cwe-prefix\"</code>, where '''C:\cwe-prefix\''' is the directory where you unpacked the development libraries bundle<br />
* run <code>cmake-gui</code>.<br />
* Select your clone of the Plasma repository as the source directory, and select a build directory. <code>source_directory\build</code> is recommended.<br />
* Click '''Configure''', and select either ''Visual Studio 9'' or ''nmake makefiles''. If you aren't sure, go with ''Visual Studio 9''.<br />
* CMake won't automatically find PhysX or OpenAL.<br />
**For PhysX, set '''PHYSX_SDK_PATH''' to <code>C:\physx_2.6.4\SDKs\</code> (replace <code>C:\physx_2.6.4</code> with your PhysX SDK installation path).<br />
**For OpenAL, you'll need to select both the include directory and the library. For a default OpenAL SDK install, these will be <code>C:\Program Files\OpenAL 1.1 SDK\include</code> and <code>C:\Program Files\OpenAL 1.1 SDK\libs\Win32\OpenAL32.lib</code><br />
* Click ''Configure'' again<br />
* Click ''Generate''<br />
<br />
You should now have a complete Visual Studio 2008 build environment (either a solution or nmake file). You can now compile and debug the code.<br />
<br />
==Compiling the Client==<br />
<br />
=Contributing=<br />
==Getting the Code==<br />
* The first thing you'll need is an [https://github.com/signup/free account at GitHub]. Once you have an account, you should follow all the steps in the [http://help.github.com/win-set-up-git/ Windows git setup guide]. This page will assume you install both the "Git Bash" and "Git GUI" context menu options, so please do so.<br />
* Go to the [http://github.com/H-uru/Plasma Plasma repository page].<br />
* Click the 'fork' button<br />
* Open Git GUI from the Start Menu, and click "Clone Existing Repository"<br />
* Enter the SSH clone URL from your GitHub This should be of the form <code>git@github.com:''username''/Plasma.git</code>, and select your preferred destination folder<br />
* Click 'Clone'<br />
* Congratulations, you've now got a copy of the CyanWorlds.com Engine sources<br />
''If you came here from '''''Building the Code''''', you can continue with '''''Configuration''''' in that section now.''<br />
<br />
It is recommended that when you begin work on a bugfix or feature, you do so in a git branch. This will make it easier for us to merge your changes into the main repository.<br />
<br />
==Sharing Changes==<br />
''If you need help comitting changes and pushing them to your local GitHub repository, please read some of the excellent documentation in the [http://help.github.com/ GitHub help area], or join us in IRC.''<br />
<br />
When you're ready, you'll probably want to share your changes with the main Guild of Writers repository. This is very easy!<br />
<br />
* Go to the GitHub page for your copy of the Plasma repository. This should be <code>http://github.com/''username''/Plasma</code>.<br />
* If you're trying to share a branch (the recommended route), click the "Switch Branch" button to choose the branch you want to share.<br />
* Click the "Pull Request" button.<br />
* From here you can enter information about the changes you've made, and the merge approval process will begin. If your changes are approved, they'll be merged into the main Guild of Writers Plasma repository.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Template:Tutorial&diff=3606Template:Tutorial2011-04-09T20:53:14Z<p>Branan: Initial commit</p>
<hr />
<div><div style="padding-left: 10px;"><br />
[[File:Disambig_gray.png|30px]]<br />
This is a tutorial page. Versions available: [[PyPRP:{{{1}}}|PyPRP]] ; [[Max:{{{1}}}|3ds Max]]<br />
</div></div>Brananhttps://www.guildofwriters.org/w/index.php?title=Blender&diff=3574Blender2011-04-08T21:30:29Z<p>Branan: </p>
<hr />
<div>=This is an OLD PAGE. It has not yet been updated to the new wiki layout, and may contain links to other old pages=<br />
<br />
[[Blender]] is a program designed for the creation and manipulation of three-dimensional objects.<br />
<br />
==Related Articles==<br />
*[[Blender Intro|Introduction to Blender]]<br />
*[[Getting Started with Blender]]<br />
*[[PyPRP]], the plugin which exports [[Uru]] Ages<br />
*A [[BlenderFAQ|FAQ]] regarding using Blender and PyPRP together</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3573Main Page2011-04-07T05:31:53Z<p>Branan: Add note about new wiki</p>
<hr />
<div><div class="noprint" style="float:center; border:1px solid black;width:75%;background-color:#DDD;padding:3px;margin-left:auto;margin-right:auto;margin-bottom:3px;"><center><br />
This is the new wiki page. A lot of content still needs to be copied over. The [[Old_Main|Old Main Page]], including internation pages, is still available.<br />
</center></div><br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create assets and tools for the open-source CyanWorlds.com Engine. It is a collaborative community, working toward the common goal of building new and exciting ages. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Current: [http://forum.guildofwriters.com/memberlist.php?mode=viewprofile&u=133 Lontahv])''<br />
* '''Guild Councilor of Technical Direction''' ''(Current: [http://forum.guildofwriters.com/memberlist.php?mode=viewprofile&u=198 Tsar Hoikas])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently Unfilled)''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure proposal].<br />
<br />
=Art and Writing=<br />
The primary focus of the Guild is on the creation of Ages for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP:Introduction|PyPRP]], which targets the older version of the CyanWorlds.com Engine used in [[Uru: Complete Chronicles]] and [[Until Uru]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max:Introduction|Max Plugin]], which targets the most recent version of the CyanWorlds.com Engine.<br />
<br />
If you aren't a 3D artist, there are oportunities for writing, sound design, and texture creation. You should join the forums and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3572Main Page2011-04-07T05:21:36Z<p>Branan: </p>
<hr />
<div>[[Link title]]<div style="font-size: 20px; text-align: center;">'''Welcome to the Guild of Writers Wiki'''</div><br />
<div style="text-align: center;"><br />
[[Image:De.gif]] [[De:Hauptseite|Deutsch]]&nbsp;&nbsp;<br />
</div><br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create assets and tools for the open-source CyanWorlds.com Engine. It is a collaborative community, working toward the common goal of building new and exciting ages. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Current: [http://forum.guildofwriters.com/memberlist.php?mode=viewprofile&u=133 Lontahv])''<br />
* '''Guild Councilor of Technical Direction''' ''(Current: [http://forum.guildofwriters.com/memberlist.php?mode=viewprofile&u=198 Tsar Hoikas])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently Unfilled)''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure proposal].<br />
<br />
=Art and Writing=<br />
The primary focus of the Guild is on the creation of Ages for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP:Introduction|PyPRP]], which targets the older version of the CyanWorlds.com Engine used in [[Uru: Complete Chronicles]] and [[Until Uru]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max:Introduction|Max Plugin]], which targets the most recent version of the CyanWorlds.com Engine.<br />
<br />
If you aren't a 3D artist, there are oportunities for writing, sound design, and texture creation. You should join the forums and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers Contribute to the [[Development:CyanWorlds.com Engine|Guild of Writers fork]] of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3571Main Page2011-04-07T05:20:46Z<p>Branan: Adjust a couple of links</p>
<hr />
<div>[[Link title]]<div style="font-size: 20px; text-align: center;">'''Welcome to the Guild of Writers Wiki'''</div><br />
<div style="text-align: center;"><br />
[[Image:De.gif]] [[De:Hauptseite|Deutsch]]&nbsp;&nbsp;<br />
</div><br />
<br />
=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create assets and tools for the open-source CyanWorlds.com Engine. It is a collaborative community, working toward the common goal of building new and exciting ages. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
<br />
The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
<br />
==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Current: [http://forum.guildofwriters.com/memberlist.php?mode=viewprofile&u=133 Lontahv])''<br />
* '''Guild Councilor of Technical Direction''' ''(Current: [http://forum.guildofwriters.com/memberlist.php?mode=viewprofile&u=198 Tsar Hoikas])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently Unfilled)''<br />
<br />
Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure proposal].<br />
<br />
=Art and Writing=<br />
The primary focus of the Guild is on the creation of Ages for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
<br />
* Using [[Blender]] with [[PyPRP:Introduction|PyPRP]], which targets the older version of the CyanWorlds.com Engine used in [[Uru: Complete Chronicles]] and [[Until Uru]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max:Introduction|Max Plugin]], which targets the most recent version of the CyanWorlds.com Engine.<br />
<br />
If you aren't a 3D artist, there are oportunities for writing, sound design, and texture creation. You should join the forums and find a group to collaborate with.<br />
<br />
=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever [[Development|guild-related projects]] they like. Currently, the Councilor of Technical Direction suggests that new developers [[Development:CyanWorlds.com Engine|Contribute]] to the Guild of Writers fork of the CyanWorlds.com Engine.</div>Brananhttps://www.guildofwriters.org/w/index.php?title=Main_Page&diff=3570Main Page2011-04-07T04:51:32Z<p>Branan: Initial add of new main page</p>
<hr />
<div>[[Link title]]<div style="font-size: 20px; text-align: center;">'''Welcome to the Guild of Writers Wiki'''</div><br />
<div style="text-align: center;"><br />
[[Image:De.gif]] [[De:Hauptseite|Deutsch]]&nbsp;&nbsp;<br />
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=What is the Guild of Writers?=<br />
The Guild of Writers is a community of artists and programmers working to create assets and tools for the open-source CyanWorlds.com Engine. It is a collaborative community, working toward the common goal of building new and exciting ages. The Guild was formed on the basis of collaboration. We take great pride in our accomplishments and strive each day to create great things and outdo ourselves.<br />
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The Guild as it stands today has evolved from a previous modding and Age creation groups. It is as diverse as the Uru community, and that diversity is one of its strengths.<br />
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==Leadership==<br />
The Guild of Writers is led by a Guild Council of consisting of these positions, as outlined by the generally approved Guild of Writers Structure Document:<br />
* '''Guild Councilor of Artistic Direction''' ''(Current: [http://forum.guildofwriters.com/memberlist.php?mode=viewprofile&u=133 Lontahv])''<br />
* '''Guild Councilor of Technical Direction''' ''(Current: [http://forum.guildofwriters.com/memberlist.php?mode=viewprofile&u=198 Tsar Hoikas])''<br />
* '''Guild Councilor of Human Relations''' ''(Currently Unfilled)''<br />
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Councilors were elected in Late 2008 and serve for an indefinite term. For more information on structure, please see the [http://forum.guildofwriters.com/viewtopic.php?f=47&t=838 approved structure proposal].<br />
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=Art and Writing=<br />
The primary focus of the Guild is on the creation of Ages for games which are based on the [[CyanWorlds.com Engine]]. At present, there are two paths:<br />
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* Using [[Blender]] with [[PyPRP:Introduction|PyPRP]], which targets the older version of the CyanWorlds.com Engine used in [[Uru: Complete Chronicles]] and [[Until Uru]]<br />
* Using [[3DS Max]] with the Cyan Worlds [[Max:Introduction|Max Plugin]], which targets the most recent version of the CyanWorlds.com Engine.<br />
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If you aren't a 3D artist, there are oportunities for writing, sound design, and texture creation. You should join the forums and find a group to collaborate with.<br />
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=Software Development=<br />
Supporting the artists is a dedicated team of software developers. Developers are free to work on whatever guild-related projects they like. Currently, the Councilor of Technical Direction suggests that new developers [[CyanWorlds.com Engin:Contributing|Contribute]] to the Guild of Writers fork of the CyanWorlds.com Engine.</div>Branan