You do not have to release your source code if you use Flare art. For games, art is generally on a separate license from the code.
Most Flare art is CC-BY-SA licensed. This kind of art can only be remixed with compatible art (other CC-BY-SA works mainly; CC-BY and CC0 are also permitted). I assume that mixing CC-BY-SA art and proprietary art into a single game/video/screenshot would be against the license.
If you want to mix Flare art with closed art, please contact me. I can offer a separate indie/commercial license on some of these works.
Side note. Currently I have all the animations mushed together because I didn't know better when I started doing this.
I assume having each animation separate is more standard. I'd like to do that with new models moving forward.
I'm not sure how it's going to affect my Python script. Right now I run the script and it generates all the frames for all animations, in order, each direction. If I had the animations separated I'd have extra frames on some animations (just keyframes to get the pose to and from the standard Stance), and I'd want to ignore those on output. Anyone do this before?
I use Tiled to edit maps. The quest dialog files are edited in any plain-text editor.
Basically I need to carve out some time and create tutorials for all of this. Otherwise you can try looking at existing files to see how they work. Feel free to ask me any questions about what you see.
> About the entire scene render: I must be missing something. Assume I have a fully put together room (say, spanning 10 tiles wide), a camera set for the isometric, and I also have a previously rendered tile at my disposal. What happen if I render the room at several fold resolution (so 2000x1000 instead of the 640x320 that I need), then shrink the image to match the previously rendered tile? Wouldn't that allow me to cleanly cut out 64 x 32(n) pieces?
Ah, so there's a difference between rendering one solid piece (e.g. a room) and rendering a sheet of already-split tiles in one render. It's much easier to deal with the former, the solid pieces. I have done this for some larger structures in my games. But I've only done it when the pieces aren't mix & match; I've done it when those tiles always go together (e.g. the "broken tower" in my game is 7 tiles that are always in the same configuration, rendered as one solid piece). Depending on the shape of the tiles, you should be able to slice tiles after rendering that can be rearranged.
I thought you were talking about rendering split tiles in a Blender scene and getting a perfect tile sheet out of it, in a single render. That's far trickier.
Setting up an entire scene to render in one-shot is possible, but it's extremely hard to get the tiles the correct size. Basically your camera orthographic scale and camera Z position needs to be perfect otherwise the tiles will all be offset improperly and hard to slice up in the final version.
It might also be tricky if you're casting shadows, have to make sure you're not throwing shadows onto nearby tiles. Same if you're doing Ambient Occlusion, mirror/reflection, etc.
I still opt to render one tile at a time because it's easier for me to handle the output.
--
Rendering in OGA tileset's style is going to be tricky in 3D. If you're using a 30 degree camera angle (as with isometric) flat square tiles would become a 2:1 rectangle. But you want square base tiles, not rectangles. You could build tiles that are 1:2 size so that it renders as a 1:1 square, in theory. I haven't tried this yet.
Anonymous,
You do not have to release your source code if you use Flare art. For games, art is generally on a separate license from the code.
Most Flare art is CC-BY-SA licensed. This kind of art can only be remixed with compatible art (other CC-BY-SA works mainly; CC-BY and CC0 are also permitted). I assume that mixing CC-BY-SA art and proprietary art into a single game/video/screenshot would be against the license.
If you want to mix Flare art with closed art, please contact me. I can offer a separate indie/commercial license on some of these works.
Well done, I'm liking these.
Anon, I examined the edge loops for both and they're different models.
Side note. Currently I have all the animations mushed together because I didn't know better when I started doing this.
I assume having each animation separate is more standard. I'd like to do that with new models moving forward.
I'm not sure how it's going to affect my Python script. Right now I run the script and it generates all the frames for all animations, in order, each direction. If I had the animations separated I'd have extra frames on some animations (just keyframes to get the pose to and from the standard Stance), and I'd want to ignore those on output. Anyone do this before?
I use Tiled to edit maps. The quest dialog files are edited in any plain-text editor.
Basically I need to carve out some time and create tutorials for all of this. Otherwise you can try looking at existing files to see how they work. Feel free to ask me any questions about what you see.
I'm using FreeDNS. They host a lot of domains and occasionally have to deal with DDOS attacks. I assume that's what's happening here.
http://freedns.afraid.org/news/
My server's IP is 216.69.174.19 in case you want to access it directly.
So Flare can be found at 216.69.174.19/rpg
Your save files should still be there and will still work.
I love examining the details of finely finished low-poly models. Great work!
> About the entire scene render: I must be missing something. Assume I have a fully put together room (say, spanning 10 tiles wide), a camera set for the isometric, and I also have a previously rendered tile at my disposal. What happen if I render the room at several fold resolution (so 2000x1000 instead of the 640x320 that I need), then shrink the image to match the previously rendered tile? Wouldn't that allow me to cleanly cut out 64 x 32(n) pieces?
Ah, so there's a difference between rendering one solid piece (e.g. a room) and rendering a sheet of already-split tiles in one render. It's much easier to deal with the former, the solid pieces. I have done this for some larger structures in my games. But I've only done it when the pieces aren't mix & match; I've done it when those tiles always go together (e.g. the "broken tower" in my game is 7 tiles that are always in the same configuration, rendered as one solid piece). Depending on the shape of the tiles, you should be able to slice tiles after rendering that can be rearranged.
I thought you were talking about rendering split tiles in a Blender scene and getting a perfect tile sheet out of it, in a single render. That's far trickier.
Setting up an entire scene to render in one-shot is possible, but it's extremely hard to get the tiles the correct size. Basically your camera orthographic scale and camera Z position needs to be perfect otherwise the tiles will all be offset improperly and hard to slice up in the final version.
It might also be tricky if you're casting shadows, have to make sure you're not throwing shadows onto nearby tiles. Same if you're doing Ambient Occlusion, mirror/reflection, etc.
I still opt to render one tile at a time because it's easier for me to handle the output.
--
Rendering in OGA tileset's style is going to be tricky in 3D. If you're using a 30 degree camera angle (as with isometric) flat square tiles would become a 2:1 rectangle. But you want square base tiles, not rectangles. You could build tiles that are 1:2 size so that it renders as a 1:1 square, in theory. I haven't tried this yet.
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