The most up to date guidelines for editing the media repository can be found inside it, especially the README.md, SCALING_README.txt and README.ASSETS.md files. These should provide all information needed to work with media.
- If you're doing regular updated and additions you probably want to commit directly to Subversion. Check the list of coordinators to see whom you should contact. Also read the media FAQ to get up to speed on how Subversion works.
- If you commit to svn you are automatically publishing under the GPL v2+ and GFDL v1.1+ licenses which are located at the root directory of the WorldForge trunk.
- Join on on Gitter and ask for an account.
- On Windows, download and install http://tortoisesvn.net/downloads.
- Create a directory where you want to check out the content to. C:/wf_trunk/.
- After creating the wf_trunk directory, right click in the folder and check out SNV repository by clicking on the SVN Checkout... .
- Fill out URL of repostiory: with "https://svn.worldforge.org:886/svn/media/trunk/". SVN will ask you for your login and password that was supplied by balinor. Download the files, downloading the files will take a while.
If you're authoring media and running Ember you would want to configure Ember to include your local Subversion repository to be used directly by Ember. The media used by a normal installation of Ember is a subset of the media repository, with most textures downscaled. In this case however you want Ember to use the raw media repository. Do this by adding an option to the Ember config file. Create a file (if none already exists) named "~/.ember/ember.conf" (Linux) or "c:\users\<your username>\appdata\roaming\ember\ember.conf" (Vista) or "c:\Documents and Settings\<your username>\ApplicationData\ember\ember.conf" (XP) and add these lines:
where <extramediapath> is the full path to where you've checked out the "trunk" directory. When running Ember you will now have it first load all of the media found in the media repository. Do note that since this media often is quite large (with textures being 1024*1024) it might eat up more RAM than usually.
Once inside Ember you can now use the built in AssetsManager to view meshes, textures, materials and shaders. You can also reload these assets in real time, allowing you to keep a window of Ember open while you alter an asset, and then seeing the new version of that asset directly in Ember after having it be reloaded. To bring up the AssetsManager use the console command "/show_assetsManager".
You also have the option to open Ember and have it show a certain mesh directly in the AssetsManager. Do this by using these command line options:
ember --config authoring:loadmesh "path to your mesh"
For easier use this can be added to the OS through a .desktop (on Linux) or a .lnk (on Windows) file which would add such an option to the file manager.