If you are using windows then you can use
Tortoise, it is a svn client that is integrated into the right-click menu of explorer (the file explorer in windows). Tortoise makes icons on top of the original icons of each file in the folder you keep under revision.
You do the following:
1) install Tortoise
2) right-click on the desktop and select "SVN Checkout"
3) then you fill in the url of the repository and the folder on you computer where you want the repository copy to be this is you "working copy", then you click ok.
4) Now you add directories and files to the working copy, then you mark all the top level new directories you have made. Right click on them and select "SVN Tortoise -> add".
5) Now you right-click on the root of the repository, that is the working copy folder, and then you select "SVN Commit", then you write a message to the commit - this should be about the change or new files you have added - and then you click ok.
This should add you stuff to the SVN repository, and remember to make a good folder structure

, I would suggest to use these folders:
- {l Code}: {l Select All Code}
mediaSource/master/models
mediaSource/development/models
and then for each model (creature, room, item) you make a folder having the name of the creature, and then put all stuff related to the creature, that is blend-files and images, and sound files and stuff like that.
So for example for you dragon it will have this path
- {l Code}: {l Select All Code}
mediaSource/master/models/dragon/
Maybe dragon is a bad name, as there might be many different types of dragons in the game, so you should choose this name wisely.
Then when you are working on a model you checkout the newest version of it from mediaSource/master/models/dragon and if you are not done with your work so the dragon is in a state so it will not work in the game, then you just commit it to the development branch, that is mediaSource/development/dragon. Although I am not that much into SVN, so I do not know how to make branches, but when you are confident in the above steps you can read up on the branching, we might also not need the branching for content, at least not now when we are not that many developers.
Skorpio {l Wrote}:CC-BY-SA is ok for me.
Nice

, then I will also publish under CC-BY-SA then

I will suggest that we add to the wiki-page, regarding the format of contributions, that they should all be CC-BY-SA to be accepted then. Will this be ok?
Then I suggest that we change the wiki-page to this wording:
- {l Code}: {l Select All Code}
The OpenDungeons project is a free software project, which means that our content is free content - as in free speech - and the code is licensed under GPLv3+ and the game content is licensed under CC-BY-SA.
Because OpenDungeons is free software we also use free file-formats, and these are:
* .blend files, which is the native file format of [http://en.wikipedia.org/wiki/Blender_(software) Blender], the open source 3D graphics application,
* .svg files, which is the [http://en.wikipedia.org/wiki/Svg W3C standard for vector graphics], we mainly use [http://en.wikipedia.org/wiki/Inkscape Inkscape], the open source vector graphics application, to edit these files,
* .xcf files, which is the native format of the [http://en.wikipedia.org/wiki/GIMP GIMP], an open source 2D bitmap application.
Files in these formats is what will constitute the source for the content of the project. Contributers can use other programs to make content, but we require the content be exported to the above file formats, and that they will be compatible with the above programs for the contributions to be accepted into the OpenDungeons project.