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Wednesday, September 21, 2016 - 00:35

Can you clarify the license of these images?

The sidebar on OpenGameArt tells that license is public domain (CC0).

But inside the zip archive, there's a file LICENSE.TXT, that says that a special license granted by  "Software Atelier Kamber" applies to this work. It seems permissive (says "Assets are free for use in commercial and personal projects"), but it's not public domain. For example the LICENSE.TXT says "Do NOT include assets for direct download from any website, game or any other project." -- this is in contrast to public domain.

The license is also somewhat unclear to me -- does the above sentence allow placing these images inside a public GitHub repository, along with the rest of game data? The assets would be then directly downloadable.

Thank you in advance for claryfing this:)

Sunday, June 26, 2016 - 10:56

Thanks for sharing this cool music! We use your music in our game "Dragon Squash", https://play.google.com/store/apps/details?id=net.sourceforge.castleengi... . You're credited of course on the game's website. Thank you again!

Thursday, November 20, 2014 - 14:04

These look really great :)

If anyone is interested, I'm attaching a tileable version of the wizardtower image. Feel free to use on the same terms as original images, CC0. I use it for my demo of Castle Game Engine ( http://castle-engine.sourceforge.net/ ) to show a simple 2D game using Spine on an infnite 2D background. The xcf (GIMP) version is on http://svn.code.sf.net/p/castle-engine/code/trunk/castle_game_engine/exa... .

Wednesday, November 23, 2011 - 15:49

Thousand thanks for this model :)

 

I have used your model for my Ph.D. Thesis "Compositing shaders in X3D" --- it is publicly available on http://castle-engine.sourceforge.net/compositing_shaders.php . 6 screenshots from your model (demonstrating shadow maps and bump mapping in my engine) are inside Chapter 1 "Overview", of course with link back to this OGA page. These are one of the best screenshots from my paper :) The version of your model in Blender and X3D is downloadable as part of demo models of my game engine (inside compositing_shaders/shinto_shrine/ subdirectory).

 

Once again, thank you for making this :)

Friday, February 25, 2011 - 23:33

For my own purposes, I needed the tree model to be in Blender (and exportable easily to VRML 97). So I made it, and here it is:

Blender version: https://vrmlengine.svn.sourceforge.net/svnroot/vrmlengine/trunk/demo_mod...

VRML 97 version: https://vrmlengine.svn.sourceforge.net/svnroot/vrmlengine/trunk/demo_mod...

I preserved the geometry and texture mapping (actually, Blender Wavefront OBJ importer did :) ). It's split into two Blender objects (main part and leaves), so you can simply hide/remove leaves object if you want a leafless version.

Note: if you want to render from Blender, you'll probably want to set Alpha=0 on leaves material to make them honor texture transparent regions for leaves. Currently it is set to =1, to make VRML exporter behave Ok.

oaktree.wrl is the above Blender model exported to VRML 97 by my script (very slightly modified version of Blender's "VRML 97 Export" script) from http://vrmlengine.sourceforge.net/blender_stuff.php

Feel free to use these versions, licensed of course on the same terms as original model (GNU GPL 2.0, GNU GPL 3.0, CC-BY-SA 3.0).

Thursday, April 22, 2010 - 19:09

The material files referenced by models/*.obj files are missing.

For my own purpose, I made them myself by hand :), here they are so others can use:

oak5.mtl:

________________________________
[code]
newmtl oakstamm2
Ns 96
Ka 0.000000 0.000000 0.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
map_Kd oakbark.jpg
#or map_Kd oakbark_burnt.jpg
[/code]
________________________________

oak1_Scene.mtl:

________________________________
newmtl oakstamm
Ns 96
Ka 0.000000 0.000000 0.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
map_Kd oakbark.jpg
#or map_Kd oakbark_burnt.jpg

newmtl oakblaetter
Ns 96
Ka 0.000000 0.000000 0.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
map_Kd oakleaf_fall.tga
#or map_Kd oakleaf_light.tga
#or map_Kd oakleaf_dark.tga
________________________________

Given Ns, Ka, Kd, Ks colors are pretty dumb default material. Given map_Kd use appropriate textures on appropriate parts.