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<?xml-stylesheet type="text/xsl" href="http://www.synapsegaming.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Ross FiveSidedBarrel Blog - All Comments</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/default.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2008.5 SP1 (Build: 31106.3070)</generator><item><title>re: Video Tutorials Now Available</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/03/11/video-tutorials-now-available.aspx#18743</link><pubDate>Sat, 31 Mar 2012 18:05:36 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:18743</guid><dc:creator>Imaginationseven7</dc:creator><description>&lt;p&gt;Great I will go over all these tutorial&lt;/p&gt;
&lt;p&gt;Thanks :) &lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=18743" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12470</link><pubDate>Fri, 06 May 2011 15:21:00 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12470</guid><dc:creator>Dean Wadsworth</dc:creator><description>&lt;p&gt;OMG!!! Thats awesome!! w00t can&amp;#39;t wait&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12470" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12418</link><pubDate>Wed, 04 May 2011 14:48:33 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12418</guid><dc:creator>JohnK "bobthecbuilder"</dc:creator><description>&lt;p&gt;Hi Wagmance,&lt;/p&gt;
&lt;p&gt;The new &amp;quot;Generate Light Map Coordinates&amp;quot; option will automatically create a second uv channel for you if one does not already exist.&lt;/p&gt;
&lt;p&gt;If one does exist the processor preserves it, so you can override the automatically generated channel with your own. :)&lt;/p&gt;
&lt;p&gt;Even better the channels are calculated per-mesh - which means you can export a huge scene from your modeling app, manually unwrap one or two meshes, and SunBurn will leave those channels intact, but still unwrap all of the other meshes.&lt;/p&gt;
&lt;p&gt;Let me know if this helps!&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12418" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12411</link><pubDate>Wed, 04 May 2011 00:41:48 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12411</guid><dc:creator>Wagmance</dc:creator><description>&lt;p&gt;Looks great! :D&lt;/p&gt;
&lt;p&gt;Im just wondering, will we still need to create a second UV Channel in our Models before they are exported?&lt;/p&gt;
&lt;p&gt;And if a Model already has its Lightmap Coords &amp;nbsp;set, can we choose to override them?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12411" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12401</link><pubDate>Tue, 03 May 2011 17:59:01 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12401</guid><dc:creator>JohnK "bobthecbuilder"</dc:creator><description>&lt;p&gt;Hi Darkside,&lt;/p&gt;
&lt;p&gt;*All* modeling apps are supported by SunBurn.&lt;/p&gt;
&lt;p&gt;The XSI Support option is only there to allow using XSI shaders via their XNA connector plugin.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12401" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12393</link><pubDate>Tue, 03 May 2011 14:07:59 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12393</guid><dc:creator>Darkside</dc:creator><description>&lt;p&gt;Just noticed, only XSI support :-(. &amp;nbsp;Where&amp;#39;s the Blender love?.&lt;/p&gt;
&lt;p&gt;Still great though, I know some people who will be happy&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12393" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12392</link><pubDate>Tue, 03 May 2011 14:05:22 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12392</guid><dc:creator>Darkside</dc:creator><description>&lt;p&gt;Saw them hit the YouTube channel next week, great stuff as usual. &amp;nbsp;keep it up! :-D&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12392" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12348</link><pubDate>Sun, 01 May 2011 08:16:13 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12348</guid><dc:creator>Tom</dc:creator><description>&lt;p&gt;Nice :) Saw you mention it on Twitter at some point - great stuff :) &lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12348" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12342</link><pubDate>Sun, 01 May 2011 01:17:43 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12342</guid><dc:creator>JohnK "bobthecbuilder"</dc:creator><description>&lt;p&gt;@Philippe, haha - good guess! &amp;nbsp;Yes, you win the ability to automatically generate your light map uvs (when SunBurn 2.0.15 is available). ;P&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12342" width="1" height="1"&gt;</description></item><item><title>re: New Documentation: Video Tutorials</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/03/07/new-documentation-video-tutorials.aspx#12334</link><pubDate>Sat, 30 Apr 2011 22:30:56 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12334</guid><dc:creator>Aredhel</dc:creator><description>&lt;p&gt;Awesome job and very professional work, too. Please keep them coming :)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12334" width="1" height="1"&gt;</description></item><item><title>re: New Documentation: Video Tutorials</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/03/07/new-documentation-video-tutorials.aspx#12333</link><pubDate>Sat, 30 Apr 2011 22:29:47 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12333</guid><dc:creator>Aredhel</dc:creator><description>&lt;p&gt;Awesome job and very professional work, too. Please keep them coming :)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12333" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12327</link><pubDate>Sat, 30 Apr 2011 19:02:24 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12327</guid><dc:creator>Philippe Da Silva</dc:creator><description>&lt;p&gt;@ John: I know, I know! It&amp;#39;s the built-in LightMap UV generation! Did I win something?! :p&lt;/p&gt;
&lt;p&gt;Philippe&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12327" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12311</link><pubDate>Sat, 30 Apr 2011 14:44:21 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12311</guid><dc:creator>JohnK "bobthecbuilder"</dc:creator><description>&lt;p&gt;Hi Ross, looks great! &amp;nbsp;It was an awesome week, so many new features implemented. :)&lt;/p&gt;
&lt;p&gt;@all, I think the processor options in that screen shot might hint at an awesome new unannounced feature. ;)&lt;/p&gt;
&lt;p&gt;@Tom, not currently - but you can modify the processor / importer options for each asset (models and ... &amp;quot;other&amp;quot; assets.. ;) in the repository separately.&lt;/p&gt;
&lt;p&gt;Prior to this all models used to the same setting (from the repository processor).&lt;/p&gt;
&lt;p&gt;@Filip, the importers / processors are pulled from the content project the repository is located in. &amp;nbsp;This ensures the repository has access to those shown in the drop-downs and any one selected can be used by the pipeline.&lt;/p&gt;
&lt;p&gt;Let me know if this helps!&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12311" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12303</link><pubDate>Sat, 30 Apr 2011 09:34:15 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12303</guid><dc:creator>Filip</dc:creator><description>&lt;p&gt;Hmm, where do you get the list of processors and importers? Will I have to reference dll&amp;#39;s to the project to be able to pick let&amp;#39;s say sgMoting one or is there some kine of configuration file? :)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12303" width="1" height="1"&gt;</description></item><item><title>re: Editor Development: Content Pipeline Options</title><link>http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/04/29/editor-development-content-pipeline-options.aspx#12296</link><pubDate>Sat, 30 Apr 2011 08:24:31 GMT</pubDate><guid isPermaLink="false">fb4c913c-ded0-4940-9749-e3fef31e246d:12296</guid><dc:creator>Tom</dc:creator><description>&lt;p&gt;Sweet :) Will this open the doors for per-material-slot compression options at some point? I&amp;#39;d like my diffuse to be compressed, but the processor should leave normal maps alone, as he simply can&amp;#39;t handle them...at all. Or perhaps something based on texture names with suffixes.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.synapsegaming.com/aggbug.aspx?PostID=12296" width="1" height="1"&gt;</description></item></channel></rss>