Join-us

From Veloren Wiki
Revision as of 10:39, 17 October 2022 by Ajima (talk | contribs) (Created page with "{{Stub}} Thank you for your interest in contributing ! Make sure to read the Introduction section and if you want the section For Developers. https://book.veloren.net/contributors/introduction.html Otherwise feel free to jump around as you need. There is various way to contribute to veloren's development, no matter if you got a degree or taught yourself. Shall it be code, assets, creatures, bug fixes, the book donation or the wiki itself! == Artist == ===Voxel Model=...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
This page is a Stub. Help the Veloren Wiki by expanding it.

Thank you for your interest in contributing ! Make sure to read the Introduction section and if you want the section For Developers. https://book.veloren.net/contributors/introduction.html

Otherwise feel free to jump around as you need.

There is various way to contribute to veloren's development, no matter if you got a degree or taught yourself. Shall it be code, assets, creatures, bug fixes, the book donation or the wiki itself!

Artist

Voxel Model

https://book.veloren.net/contributors/artists/voxel-models.html

ArtChanny has the most up to date tutorials so they are strongly recommended. How does MagicaVoxel work with Veloren? Usually, 1 voxel in MagicaVoxel is 1 voxel in Veloren. However, this does not apply to all Veloren assets. We have something called sprites, made to represent smaller objects that wouldn’t look good in a 1 for 1 voxel conversion. That’s why they use a 1 for 11 blocks conversion, that’s to say that 1 block in Veloren will be 11 blocks in MagicaVoxel. (Note:We are currently in the process of switching to 1 for 9 but it is still 1 for 11 at the moment). Please, when making your custom palettes, DO NOT use the three bottom rows, as they are particular indexes for Veloren.

Recommended videos to learn more about MagicaVoxel: Basics:

Hotkeys and shortcuts:

More advanced:

For big projects:

Audio

https://book.veloren.net/contributors/artists/audio.html

The best way to contribute audio is to first visit the Discord, ask for a contributor role in the #new-contributors channel, and start a conversation in the #audio channel.

All sound files should be in .ogg format, exported at Variable Bit Rate level 5. The quick and easy way to do this is to export as a .wav, open it in Audacity, and export it again as a .ogg at compression level "5".

Translator

https://book.veloren.net/contributors/translators/game.html

There are different ways to contribute translations, but the most straightforward way is using git and rust. You don't need to compile the game, although debug builds have useful features like hot-reloading for translations, that allow you to translate the game while running it. Tooling to check the status of your translations doesn't require compiling the full game, but it still requires the Rust toolchain. Read this guide on basic tooling (git lfs is important), working with git (git is not most user friendly thing, ask if you don't understand something), compile instructions, and contribution instructions (most important).

Alternatively, you can just work on directly on assets shipped by Airshipper. Beware that updating your game will purge all your work, so think about using VELOREN_ASSETS_OVERRIDE

Cookies help us deliver our services. By using our services, you agree to our use of cookies.