Well, there's two reasons. You're correct about the first one. The second is that I'd like for this contest to showcase existing FOSS tools and frameworks -- I don't really want people to be writing games completely from scratch. That said, Pygame would definitely count as a FOSS game development tool.
Absolutely true. Sunburn's eyeball piece is exemplary in how the Open Source (I'd say Free Software, but I think Open Source applies a bit more in this case) philosophy can be applied to art, in two ways:
He provided the "source" files used to create the art, and
He released a second version based on comments he received.
Ideally, open source art should include all of the intermediate steps used to create it, to allow someone to pick it up at any point during the workflow and take it in a new direction.
There have been some instances where I've been hesitant to include source files due to them being for proprietary applications (like FL Studio or ZBrush), although I'm leaning toward including those anyway. Thoughts?
I wasn't aware of this until a few minutes ago, but apparently burningwell.org has a ton of public domain texture photos. The textures album can be found here:
Firefox 4 for Linux doesn't have WebGL enabled, so I can't check your demo out here at work. However, it would be really awesome if there were some way we could use it to allow people to preview 3D art. If you'd be up for it, in the near future, I'd like to work with you to do this.
One thing I might suggest is turning on the smooth surface modifier, along with edge split. That should make it so that your sharp angles stay sharp, but the very mild angles (like for your engines in the back) will be rounded out.
The other thing you might try when you texture it is to use a specular map. If you take a look at a lot of pictures of spaceships, you'll notice that they're made up of small metal panels, and there are subtle differences in reflectivity from panel to panel. A specular map gives you this effect and adds a lot to the ship.
I would be so happy if someone ended up making a ff-style RPG for this.
Engine suggestions?
Well, there's two reasons. You're correct about the first one. The second is that I'd like for this contest to showcase existing FOSS tools and frameworks -- I don't really want people to be writing games completely from scratch. That said, Pygame would definitely count as a FOSS game development tool.
Absolutely true. Sunburn's eyeball piece is exemplary in how the Open Source (I'd say Free Software, but I think Open Source applies a bit more in this case) philosophy can be applied to art, in two ways:
Ideally, open source art should include all of the intermediate steps used to create it, to allow someone to pick it up at any point during the workflow and take it in a new direction.
There have been some instances where I've been hesitant to include source files due to them being for proprietary applications (like FL Studio or ZBrush), although I'm leaning toward including those anyway. Thoughts?
Sweet!
Wow, thanks for the tip. It works!
Bart
I wasn't aware of this until a few minutes ago, but apparently burningwell.org has a ton of public domain texture photos. The textures album can be found here:
http://www.burningwell.org/gallery2/v/textures
Their main site is, of course:
http://www.burningwell.org/
Firefox 4 for Linux doesn't have WebGL enabled, so I can't check your demo out here at work. However, it would be really awesome if there were some way we could use it to allow people to preview 3D art. If you'd be up for it, in the near future, I'd like to work with you to do this.
Peace,
Bart
Here are some miscellaneous city/town details to make your scenes a bit more realistic.
http://opengameart.org/content/18-high-res-miscellaneous-texture-and-det...
Nice work so far. :)
One thing I might suggest is turning on the smooth surface modifier, along with edge split. That should make it so that your sharp angles stay sharp, but the very mild angles (like for your engines in the back) will be rounded out.
The other thing you might try when you texture it is to use a specular map. If you take a look at a lot of pictures of spaceships, you'll notice that they're made up of small metal panels, and there are subtle differences in reflectivity from panel to panel. A specular map gives you this effect and adds a lot to the ship.
Here's a set of street signs:
http://opengameart.org/content/8-high-res-street-sign-texture-photos
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