Uhmm, the code is most likely not effected by the art-work license, but I guess it would go against the idea of most LPC contributors (unlike Sharm) to include them in a closed source & for-profit game.
Beside that, IANAL but I think you will actually have more trouble with the additional artwork you plan to add and sale, which in my oppinion will likely be effected by the CC-By-SA, especially if it is something directly based on the LPC artwork (for example additional outfits or equipment of the characters, or additional well integrated tileset parts).
tl-dr: Legally it might be possible, but most of your additional artwork will probably have to be CC-by-SA also.
I don't think a lot of people do architectural modeling in Blender, but rather use the nice rendering features to make pretty pictures and videos of models they are created in another program.
There is also a plugin that adds more architectural CAD like features (e.g. booleans and such AFAIK) to Blender, and you are right that technically there is obviously a lot of overlap between those two types of programs, but a CAD program really has a quite different work-flow, and that is difficult to replicate in Blender without basically changing the entire way it behaves (keyboard shortcuts, GUI, 3D window interaction etc.).
Acually they more or less abandoned the BGE, and the latest plan is to properly integrate parts of it with the main program as a sort of "interactive" rendering mode.
Besides, a good level editor (for most games, but not all) is actually more like a CAD program or at least something like sketchup, e.g. a modeling application that is geared towards architectural modeling. Blender is really not going in that direction at all, nor do I think it really should, because it is already too complex and full of feature creep.
Noob tip: Blender is heavily keyboard driven so get one of those hotbutton "cheatscreens" for 2.6 and print it out.
IMHO that is actually the main reason why it is considered to have a steep learning curve, as a beginner trying to do things with the (now much better than before) GUI buttons is just frustrating, but once you got a hang of the hotkeys it becomes quite a breeze.
Alternatively if you want to get into 3D modeling, I strongly recommend Wings3D, which is much more beginner friendly and less overloaded with features.
Well with the 3D cursor you can do some pretty easy snapping in Blender, but otherwise something like this should be left to the actual game editor, no? I don't think Blender makes for a very good level-editor at all, and since the main point of having these repeated parts is to have the rendering offloaded to the GPU via VBOs, the engine needs to know of the individual parts, so a combined "level" mesh exported from Blender doesn't make much sense.
I don't think you need Messie's permission for this ;) Would be cool if there was a group of people working on making this the best GIMP texturing plugin!
Uhmm, the code is most likely not effected by the art-work license, but I guess it would go against the idea of most LPC contributors (unlike Sharm) to include them in a closed source & for-profit game.
Beside that, IANAL but I think you will actually have more trouble with the additional artwork you plan to add and sale, which in my oppinion will likely be effected by the CC-By-SA, especially if it is something directly based on the LPC artwork (for example additional outfits or equipment of the characters, or additional well integrated tileset parts).
tl-dr: Legally it might be possible, but most of your additional artwork will probably have to be CC-by-SA also.
For reference:
http://code.blender.org/index.php/2013/06/blender-roadmap-2-7-2-8-and-be...
I don't think a lot of people do architectural modeling in Blender, but rather use the nice rendering features to make pretty pictures and videos of models they are created in another program.
There is also a plugin that adds more architectural CAD like features (e.g. booleans and such AFAIK) to Blender, and you are right that technically there is obviously a lot of overlap between those two types of programs, but a CAD program really has a quite different work-flow, and that is difficult to replicate in Blender without basically changing the entire way it behaves (keyboard shortcuts, GUI, 3D window interaction etc.).
Acually they more or less abandoned the BGE, and the latest plan is to properly integrate parts of it with the main program as a sort of "interactive" rendering mode.
Besides, a good level editor (for most games, but not all) is actually more like a CAD program or at least something like sketchup, e.g. a modeling application that is geared towards architectural modeling. Blender is really not going in that direction at all, nor do I think it really should, because it is already too complex and full of feature creep.
Noob tip: Blender is heavily keyboard driven so get one of those hotbutton "cheatscreens" for 2.6 and print it out.
IMHO that is actually the main reason why it is considered to have a steep learning curve, as a beginner trying to do things with the (now much better than before) GUI buttons is just frustrating, but once you got a hang of the hotkeys it becomes quite a breeze.
Alternatively if you want to get into 3D modeling, I strongly recommend Wings3D, which is much more beginner friendly and less overloaded with features.
The one without the lineart looks pretty cool. Did you try how it looks in motion?
Well with the 3D cursor you can do some pretty easy snapping in Blender, but otherwise something like this should be left to the actual game editor, no? I don't think Blender makes for a very good level-editor at all, and since the main point of having these repeated parts is to have the rendering offloaded to the GPU via VBOs, the engine needs to know of the individual parts, so a combined "level" mesh exported from Blender doesn't make much sense.
Nice to see the stuff you did for 0 A.D. here!
I don't think you need Messie's permission for this ;) Would be cool if there was a group of people working on making this the best GIMP texturing plugin!
Might actually be useful! Way too much 2D pixel art compared to proper 3D art here on OGA for my taste ;)
Ahh, nice to see this cool OGA collaboration continueing ;)
Any particular reason you took my messed up female version over the cooler original by dogchicken?
Pages