I am no expert in Blender rigging, so I am not sure what you mean by this.
It works just as intended in 2.49 on my computer however. Sure it does not have things like spine IK which is in 2.5 AFAIK, but currently 2.5 is still in alpha status thus not really production ready.
What other features are in 2.49 which makes this an "old" rig which I am unaware of?
It's gernerally considered a bit rude to rip graphics out of a programm, unless the creators give explicit permission. Of course the license allows its use, and I wouldn't hesitate to use some of the art if it would fit my project precisely.
But taking the graphics out of a programm and making a custom content pack for download out of it is a bit of a different matter. Lead artists like to have a unique graphic style for their game, and can be a bit touchy when it comes to open game art precisely because of this. In fact this is the sole reason why there are so many open-code but closed art project IMHO. Therefore we should be happy that 0.AD did not take this route and work with their content only very carefully in order to avoid and bad feeling with them or other project who might hear about it.
Rule of thumb: If the lead artist of a project himself makes a open content pack be happy about it, otherwise use the open assets to contribute to the project itself, and use it only very carefully and only selected assets for other projects.
Basicly it boils down to politics... open game art is still sadly a very difficult topic for most artists, in fact you will meet many who openly dispise even the though of it. So we should be maybe sometimes more careful than what the license itselfs might allow.
Edit: It is a different matter is you make a sort of fan or "universe" game however. I guess most artists would be cool with you using the entire graphics set to make a lets say 0AD puzzle game, but using it to create a "competing" genre game will lead to at least some bad feelings.
IMHO I am not working on game art at all at the moment... I still have one model I sort of work some time on (about 1h a month ;) ) but I currently don't have the free time to work on that kind of stuff any more at the moment :( Yeah real life sucks.
Just to add to this topic... I finally go around registering on this great website too ;) You might know me from FreeGameArts and the FreeGameDev forum.
Sadly I don't really have to time to invest time into the FreeGameArts website, but I think with OpenGameArt.org it got a worthy and much improved succesor!
Welcome! Stick around and upload stuff :p
Nice to see that mesh on here... looking forward to see it in Nexuiz, too ;)
2D:
Bigger cohesive sets of portaits are quite cool.
Menu backgroung graphics (modern and medival, f.e. some pergament scrolls) are always nice to have.
2D Icons for varios stuff (preferrably vector graphics though).
3D:
Sets of animations
everyday items for mapping (especially usefull would be street props I guess, f.e. street lights, speed bumps, poles etc... also medival settings etc)
I am no expert in Blender rigging, so I am not sure what you mean by this.
It works just as intended in 2.49 on my computer however. Sure it does not have things like spine IK which is in 2.5 AFAIK, but currently 2.5 is still in alpha status thus not really production ready.
What other features are in 2.49 which makes this an "old" rig which I am unaware of?
It's a very nice portait, but to me it looks quite female, or at least boyish too :p
@Misha: that's a nice sprite... give it an open-license and upload it to the actual site ;)
It's gernerally considered a bit rude to rip graphics out of a programm, unless the creators give explicit permission. Of course the license allows its use, and I wouldn't hesitate to use some of the art if it would fit my project precisely.
But taking the graphics out of a programm and making a custom content pack for download out of it is a bit of a different matter. Lead artists like to have a unique graphic style for their game, and can be a bit touchy when it comes to open game art precisely because of this. In fact this is the sole reason why there are so many open-code but closed art project IMHO. Therefore we should be happy that 0.AD did not take this route and work with their content only very carefully in order to avoid and bad feeling with them or other project who might hear about it.
Rule of thumb: If the lead artist of a project himself makes a open content pack be happy about it, otherwise use the open assets to contribute to the project itself, and use it only very carefully and only selected assets for other projects.
Basicly it boils down to politics... open game art is still sadly a very difficult topic for most artists, in fact you will meet many who openly dispise even the though of it. So we should be maybe sometimes more careful than what the license itselfs might allow.
Edit: It is a different matter is you make a sort of fan or "universe" game however. I guess most artists would be cool with you using the entire graphics set to make a lets say 0AD puzzle game, but using it to create a "competing" genre game will lead to at least some bad feelings.
IMHO I am not working on game art at all at the moment... I still have one model I sort of work some time on (about 1h a month ;) ) but I currently don't have the free time to work on that kind of stuff any more at the moment :( Yeah real life sucks.
This includes a model, even though the screenshot only shows the texture of the muzzle flash.
Just to add to this topic... I finally go around registering on this great website too ;) You might know me from FreeGameArts and the FreeGameDev forum.
Sadly I don't really have to time to invest time into the FreeGameArts website, but I think with OpenGameArt.org it got a worthy and much improved succesor!
So thanks for creating this great site!
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