Actaully, the requirement that it be downloaded from a certain place unfortunately precludes it from being compatible with free software. If he can be convinced to release it as CC-BY with a link back to his site in the attribution requirements, then we could archive it.
My biggest fear with that is that in order to keep things easy, we need to able to be at least somewhat arbitrary. The issue there is that someone will eventually get offended that we used varying standards to apply a rating, but to some extent you need to hold on to that level of agility. Take Wikipedia, for instance. Their notability standards are so utterly convoluted now that they can be interpreted any way people want to, which ultimately leads to the same problem they were intended to prevent. Keeping the standards simple but a little bit open to interpretation (and being willing to consider changing a rating if someone has a good objection) might be the best way to go.
Sure, I'm willing to do that, but first I'd like to ask, why .wav format? It's bulky and only minimally better-sounding than ogg. I ask because if you're just going to convert it to another compressed format (like mp3), I'd prefer to upload the mp3 file instead. However, if you really need a wav, I can do that. :)
Honestly, the way I prefer to "crowdsource" on OGA is to *let* people submit stuff freely if I haven't officially given someone the job, but also offer to officially guarantee the job to someone who applies for it (assuming I like their portfolio). That gives me the best of both worlds -- I can "crowdsource" in a way that lets people casually submit things without applying, but also give artists a guarantee that they'll get paid if they're interested in taking the time to apply.
The FSF has specifically stated that it's okay to bundle non-GPLed content (such as game assets) with a GPLed program, provided that the license allows for free distribution. Every license we allow on here is Debian approved, so no content on OGA will ever prevent you from getting your work included in a major linux distro.
I'm thinking that one way we might be able to make these plant packs usable in games is to render them as transparent pngs and use them as ground details. Particularly handy is the fact that you can turn them to any angle you want, so you can take a single plant model and get a number of different viewing angles, thus preventing your details from all looking the same. As you said, 9,000 polys may be a bit much for a shrub, particularly if you're showing dense vegetation.
My advice if you want to do better is start out with a more sound premise. String people along for a bit and lead them into your contraversial opinion, don't just jump out there with it. Much to learn you still have.
Actaully, the requirement that it be downloaded from a certain place unfortunately precludes it from being compatible with free software. If he can be convinced to release it as CC-BY with a link back to his site in the attribution requirements, then we could archive it.
My biggest fear with that is that in order to keep things easy, we need to able to be at least somewhat arbitrary. The issue there is that someone will eventually get offended that we used varying standards to apply a rating, but to some extent you need to hold on to that level of agility. Take Wikipedia, for instance. Their notability standards are so utterly convoluted now that they can be interpreted any way people want to, which ultimately leads to the same problem they were intended to prevent. Keeping the standards simple but a little bit open to interpretation (and being willing to consider changing a rating if someone has a good objection) might be the best way to go.
Ed loves his 12-string. I think he may have put some subtle reverb in there, but I'm pretty sure this is the 12-string. :)
I'm not familiar with .ugh. What modeler uses it?
Sure, I'm willing to do that, but first I'd like to ask, why .wav format? It's bulky and only minimally better-sounding than ogg. I ask because if you're just going to convert it to another compressed format (like mp3), I'd prefer to upload the mp3 file instead. However, if you really need a wav, I can do that. :)
Bart
Honestly, the way I prefer to "crowdsource" on OGA is to *let* people submit stuff freely if I haven't officially given someone the job, but also offer to officially guarantee the job to someone who applies for it (assuming I like their portfolio). That gives me the best of both worlds -- I can "crowdsource" in a way that lets people casually submit things without applying, but also give artists a guarantee that they'll get paid if they're interested in taking the time to apply.
A word on license "compatibility":
The FSF has specifically stated that it's okay to bundle non-GPLed content (such as game assets) with a GPLed program, provided that the license allows for free distribution. Every license we allow on here is Debian approved, so no content on OGA will ever prevent you from getting your work included in a major linux distro.
Bart
@Pequod: Before anyone else does, I'd imagine. :)
I'm thinking that one way we might be able to make these plant packs usable in games is to render them as transparent pngs and use them as ground details. Particularly handy is the fact that you can turn them to any angle you want, so you can take a single plant model and get a number of different viewing angles, thus preventing your details from all looking the same. As you said, 9,000 polys may be a bit much for a shrub, particularly if you're showing dense vegetation.
Your troll grade: D+.
My advice if you want to do better is start out with a more sound premise. String people along for a bit and lead them into your contraversial opinion, don't just jump out there with it. Much to learn you still have.
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