As Bart said... some projects require it (more out of historical reasons, e.g. before the CC licenses bacame popular and the debian foundation accepted them after some disagreements).
The problem with your solution of CC-by is that it isn't copyleft... so I always recommend to dual license both CC-by-SA and GPL is applicable and desired.
I like the style... but again just a Q3A media replacement? Dunno... but if I even wanted to play Q3A I would do it via QuakeLive anyways... why not use your art skills (which have come a long way!) for something more... hmmm original?
P.S.: You got a OpenPandora yet?... in the end I only got a cheap n900 and thought stuff would be ported from the pandora easy enough anyways (not such a big mobile gamer)... to bad that hasn't really happend :-/
P.P.S: any tips or good tutorials regarding this paintery style? I really suck at painted textures (I render them from models when ever possible :p ), but I kinda like it... definitly a better stylization then cell shading (which really doesn't translated well into 3D).
New scale is definitly better, I would go for it better now then later if you plan to do it at some point anyways.
One point though, you mention "high quality normal-maps" in the post... I guess one of the nice things about FLARE and rendered 2D games is that you can save yourself the trouble of UV mapping and real texture painting. This is such a speed up of workflow that I wouldn't sacrifice that for the limited amount of extra detail (but basically you should be able to just make the render mesh more detailed also right?).
What would be really cool though are normal maps allpied to 2D sprites like showcased there:
Various updates and planning over at the FGD post linked above.
I feel the forums are more active over there, so that is why I would like to "channel" the discussion to there.... but if there is more interest over here feel free to comment here.
P.S.: once (and if) this gets really going a sub forum on OGA would be probably nice.
Stencil shadow rendering is outdated by now anyways and will be relatively quickly replaced by a more advanced (soft) shadowing technique.
Concerning how id tech 4 compares... well render-wise Orge etc might be better, but there is nothing that compares when it comes to integration and tools etc. With tech4 you can easily set up your own single and multiplayer player FPS as all the tools and in game scripting is already there.
The lack of something like that (with a half-way decent rendering engine) is why modders stay with commercial games.
What would be great though would be if we could get together and set up a completely free modding base, e.g. take the id tech4, fix the bugs, improve the renderer, but most importantly make a small set of art assets you can base a mod on.
Most importantly this would be some standard textures and map-models and a high quality set of human animations and a good rig for it. I think texture wise we are already set up pretty well with some stuff from OGA and things that can be taken from Xonotic etc. There also is a free set of animations in Xonotic and RedEclipse which isn't great but could probably serve as a base.
So I am not talking about making a game like OpenArena... but a nice set of stuff you can use for a mod.
naaa.. a quick google search didn't come up with any concerns, and most likely is is fine to use voice recordings. But IANAL... probably you would have to have a very close look at the Apple EULA to figure out what the exact legal status is.
As Bart said... some projects require it (more out of historical reasons, e.g. before the CC licenses bacame popular and the debian foundation accepted them after some disagreements).
The problem with your solution of CC-by is that it isn't copyleft... so I always recommend to dual license both CC-by-SA and GPL is applicable and desired.
I like the style... but again just a Q3A media replacement? Dunno... but if I even wanted to play Q3A I would do it via QuakeLive anyways... why not use your art skills (which have come a long way!) for something more... hmmm original?
P.S.: You got a OpenPandora yet?... in the end I only got a cheap n900 and thought stuff would be ported from the pandora easy enough anyways (not such a big mobile gamer)... to bad that hasn't really happend :-/
P.P.S: any tips or good tutorials regarding this paintery style? I really suck at painted textures (I render them from models when ever possible :p ), but I kinda like it... definitly a better stylization then cell shading (which really doesn't translated well into 3D).
sorry the above was me :)
Progress:
Got a nice full menu gui and started to populate the repository with folders and license readmes etc.
New scale is definitly better, I would go for it better now then later if you plan to do it at some point anyways.
One point though, you mention "high quality normal-maps" in the post... I guess one of the nice things about FLARE and rendered 2D games is that you can save yourself the trouble of UV mapping and real texture painting. This is such a speed up of workflow that I wouldn't sacrifice that for the limited amount of extra detail (but basically you should be able to just make the render mesh more detailed also right?).
What would be really cool though are normal maps allpied to 2D sprites like showcased there:
http://www.asantee.net/ethanon/
Keep up the great work!
Various updates and planning over at the FGD post linked above.
I feel the forums are more active over there, so that is why I would like to "channel" the discussion to there.... but if there is more interest over here feel free to comment here.
P.S.: once (and if) this gets really going a sub forum on OGA would be probably nice.
started a thread over at FGD:
http://forum.freegamedev.net/viewtopic.php?f=22&t=1813
uhmmm... what are those random file names supposed to tell us?
Stencil shadow rendering is outdated by now anyways and will be relatively quickly replaced by a more advanced (soft) shadowing technique.
Concerning how id tech 4 compares... well render-wise Orge etc might be better, but there is nothing that compares when it comes to integration and tools etc. With tech4 you can easily set up your own single and multiplayer player FPS as all the tools and in game scripting is already there.
The lack of something like that (with a half-way decent rendering engine) is why modders stay with commercial games.
What would be great though would be if we could get together and set up a completely free modding base, e.g. take the id tech4, fix the bugs, improve the renderer, but most importantly make a small set of art assets you can base a mod on.
Most importantly this would be some standard textures and map-models and a high quality set of human animations and a good rig for it. I think texture wise we are already set up pretty well with some stuff from OGA and things that can be taken from Xonotic etc. There also is a free set of animations in Xonotic and RedEclipse which isn't great but could probably serve as a base.
So I am not talking about making a game like OpenArena... but a nice set of stuff you can use for a mod.
Yeah, TI calculator game art!
naaa.. a quick google search didn't come up with any concerns, and most likely is is fine to use voice recordings. But IANAL... probably you would have to have a very close look at the Apple EULA to figure out what the exact legal status is.
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