@Calinou: This is not quite true. Most games on Steam use some form of DRM, but Steam by itself is DRM agnostic and there are games on Steam (like Dwapook said) that can be run without it. The choice of a developer to only release a game on Steam does not mean that the game itself has DRM.
Edit: and just as a general point to add, Android software can also be published DRM free, thus CC-by artwork can be used on Android contrary to what was stated earlier in this thread. Problematic are only consoles (Xbox, Playstation etc.) and iOS AFAIK.
It should be noted though that the cc-by-sa is not as strongly copyleft as the GPL. Its more like the LGPL as far as I can tell (IANAL). As the lpc assets can be used both under the GPL or the CC-by-SA, the "mere aggregation" definition from the GPL does not necessarily apply.
2D normal maps are a bit of a different beast that their 3D counterparts (although of course render wise the same).
I didn't have the opportunity to play around with these much, but I think its a great idea to use them in flare. Blender's normal map baking isn't geared towards screen space renderers for 2D sprites, but with a bit of googleing I came across this template of how to set up a renderer for it:
I don't have access to my computer right now to give it a try (on holidays), but from the looks of it it should work with your FLARE render script.
Spec map can probably be done by applying different grayscale blender materials to models according to the shinyness of that part (the whiter the more shiny) and render them out as usual.
Diffuse would be just a less strongly lit version of what is currently in the game. Maybe try instead an full bright render with an ambient occlusion applied.
P.s.: I saw Cliff posting on the Godot engine forum and they are also working on isometric game support with normal maps right now... Maybe I am over interpreting this, but Flare with the Godot engine (on mobile platforms and with full shader support) would rock ;)
Some of these might make for nice skyboxes, but the actually higher quality images should be mirrored here. Just a link and the way too small preview is a bit pointless.
@Calinou: This is not quite true. Most games on Steam use some form of DRM, but Steam by itself is DRM agnostic and there are games on Steam (like Dwapook said) that can be run without it. The choice of a developer to only release a game on Steam does not mean that the game itself has DRM.
Edit: and just as a general point to add, Android software can also be published DRM free, thus CC-by artwork can be used on Android contrary to what was stated earlier in this thread. Problematic are only consoles (Xbox, Playstation etc.) and iOS AFAIK.
Looks pretty cool. Dies it include the 3d source file in case people whant to change the rendering a bit?
These are really nice. A version for top-down and/or isometric games would be awesome.
It should be noted though that the cc-by-sa is not as strongly copyleft as the GPL. Its more like the LGPL as far as I can tell (IANAL). As the lpc assets can be used both under the GPL or the CC-by-SA, the "mere aggregation" definition from the GPL does not necessarily apply.
Any update on this?
2D normal maps are a bit of a different beast that their 3D counterparts (although of course render wise the same).
I didn't have the opportunity to play around with these much, but I think its a great idea to use them in flare. Blender's normal map baking isn't geared towards screen space renderers for 2D sprites, but with a bit of googleing I came across this template of how to set up a renderer for it:
https://github.com/mattdesl/lwjgl-basics/tree/master/tools/blender-normals
I don't have access to my computer right now to give it a try (on holidays), but from the looks of it it should work with your FLARE render script.
Spec map can probably be done by applying different grayscale blender materials to models according to the shinyness of that part (the whiter the more shiny) and render them out as usual.
Diffuse would be just a less strongly lit version of what is currently in the game. Maybe try instead an full bright render with an ambient occlusion applied.
P.s.: I saw Cliff posting on the Godot engine forum and they are also working on isometric game support with normal maps right now... Maybe I am over interpreting this, but Flare with the Godot engine (on mobile platforms and with full shader support) would rock ;)
Oh, cool. When was this released under an open license? Does it include the original .blend file?
Some of these might make for nice skyboxes, but the actually higher quality images should be mirrored here. Just a link and the way too small preview is a bit pointless.
These seem not very well suited for realtime applications though.
fun song!
Voice section might be unfree, i.e. ripped from a mario game?
Great work so far!
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