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OpenArena Contributions => Maps => Topic started by: jukeboxhero on April 22, 2009, 04:18:18 AM



Title: Maya ok for creating GPL'd maps?
Post by: jukeboxhero on April 22, 2009, 04:18:18 AM
Hello everyone,

I am a complete newbie as far creating maps goes for games. I would like to contribute by making one for OpenArena using Maya. I know Blender is the choice of modeler here but if its ok with 'licensing' issues then I would like to use that to create maps for OpenArena.

Of course, all the things that I create for OpenArena, I would GPL it, but I wanted to know that if I can use Maya to create GPL stuff for OpenArena or do I HAVE to Blender.

BTW, I love OpenArean :) A lot of people may know me from the servers :) This is my first post though on the forums.

Please let me know.

ggs,
JukeBoxHero


Title: Re: Maya ok for creating GPL'd maps?
Post by: cosmo on April 22, 2009, 05:16:53 AM
If you publish your GPL'ed model within a format non-maya users can work with I don't see a problem.


Title: Re: Maya ok for creating GPL'd maps?
Post by: andrewj on April 22, 2009, 06:58:23 AM
You don't make maps with a modelling program (Maya or Blender).

Instead you use a mapping program, like QuarK or GTKRadiant.


Title: Re: Maya ok for creating GPL'd maps?
Post by: Neon_Knight on April 22, 2009, 07:36:38 AM
There is a way to make a Q3 map via 3D modelling programs.

Look at this article:

http://www.leveldk.co.uk/q3tut_model.htm


Title: Re: Maya ok for creating GPL'd maps?
Post by: 0kelvin on April 22, 2009, 08:04:11 AM
openarena


Title: Re: Maya ok for creating GPL'd maps?
Post by: fromhell on April 22, 2009, 11:09:00 PM
There is a way to make a Q3 map via 3D modelling programs.

modeling a map is a joke though. For one, collision is buggy. Second, there's that whole VIS thing where the entire level is rendered. And finally, particle systems and modeled maps don't get along (and neither do bots!)


Title: Re: Maya ok for creating GPL'd maps?
Post by: jukeboxhero on April 23, 2009, 09:35:40 PM
If you publish your GPL'ed model within a format non-maya users can work with I don't see a problem.

Thnx I just wanted to confirm this.

ggs,
JukeBoxHero



Title: Re: Maya ok for creating GPL'd maps?
Post by: jukeboxhero on April 23, 2009, 09:37:38 PM
So I guess the verdict is to use Quark or GtkRadiant to produce maps and NOT modeling programs like Maya or Blender. Hmm, but as others have indicated since it can be done, I'll give it a try :)

ggs,
JukeBoxHero



Title: Re: Maya ok for creating GPL'd maps?
Post by: cosmo on April 24, 2009, 04:21:55 AM
Please be aware that the engine interprets models different and brush volumes are no faces like you know from modelled things.
You should learn this and try radiant to understand the basic principles. I disencourage usage of quark as long as maps created with it are not editable with radiant which is standard in id tech mapping tools.


Title: Re: Maya ok for creating GPL'd maps?
Post by: 0kelvin on April 25, 2009, 08:37:22 AM
openarena


Title: Re: Maya ok for creating GPL'd maps?
Post by: jukeboxhero on April 27, 2009, 01:19:40 AM
Please be aware that the engine interprets models different and brush volumes are no faces like you know from modelled things.
You should learn this and try radiant to understand the basic principles. I disencourage usage of quark as long as maps created with it are not editable with radiant which is standard in id tech mapping tools.

Can I model objects in Maya and then move them into quark? After I am finished in quark, I can export the map into a format that radiant can understand.

Is this possible? Can I/Should I do this?

ggs,
JukeBoxHero


Title: Re: Maya ok for creating GPL'd maps?
Post by: fromhell on April 28, 2009, 11:32:40 PM
I think that that tiny difference is caused by brush polygons being two-sided
not true, VIS usually takes care of that problem.


Title: Re: Maya ok for creating GPL'd maps?
Post by: 0kelvin on April 29, 2009, 03:57:50 PM
openarena


Title: Re: Maya ok for creating GPL'd maps?
Post by: zaizaexu on May 05, 2009, 11:44:47 AM
you can make proper brush based maps in blender if you use a quake .map exporter. this converts box shaped meshes in blender into proper brushes that can then be compiled with q3map2. it also converts blenders lamps into q3 lights in the .map file.

it's very basic and can't compare to using gtkradiant, but it technically works.