Quote from: NeonKnight/Triple H
A GPL remake is a remake that follows the GPL license. It seems a bit complicated, but the key points to remember is that any package under GPL must follow four freedoms:
- freedom to use the package
- freedom to modify the package/create derivatives
- freedom to redistribute the original package
- freedom to redistribute the modified/derived result
And in order to achieve that, in addition to the map itself, there should be a license file and the sources of the assets (.xcf or .psd for images, .map for the BSP, etc.) either packed with the file or in a separate file.
- freedom to use the package
- freedom to modify the package/create derivatives
- freedom to redistribute the original package
- freedom to redistribute the modified/derived result
And in order to achieve that, in addition to the map itself, there should be a license file and the sources of the assets (.xcf or .psd for images, .map for the BSP, etc.) either packed with the file or in a separate file.
Further expanding:
You have to redo the map geometry from scratch. While you shouldn't deviate too much from the original layout, you don't need to make the new map a 1:1 exact copy of the original... you can go to make it very similar, but without the need to check the exact size of each brush of the original bsp...
About textures/shaders, you can use those included in stock OA 0.8.8... plus add your own or even third party, but you have to be sure they are GPLv2 compatible (licensed under GPLv2+, Public Domain or CC-0 by their original authors). For better following the license, you should provide "sources" (e.g. xcf, psd) of your multilayer images. Also shader code is subject to copyright.
Counting also the hidden ones, OA 0.8.8 includes something like 50 maps (I don't remember the number now), and their textures and shaders are there for you, to be used directly or to be used as a starting point for creating your own gpl assets.
You can't reuse q3a or ut99 textures... but you can use oa textures! Tributes need to recall the original maps in layout, but texturing is up to your taste!
You can also create copies of the textures from OACMP Volume 1, if you wish, as they are GPL.
About pk3 models to be placed into the map, you cannot reuse those which came with q3radiant installation, but if you wish you can make your own using programs such as Blender or Maverick Model 3D...
However, IMHO you don't really need to include additional pk3 models or sounds in order to make a good map. :-)
Some links you may find useful:
- Garux's "NetRadiant Custom" fork (updated map editor. Of course there are also other editors supporting OA maps.)
-- NetRadiant Custom "releases" (downloads)
- OpenArena gamepack for the editor (works with NetRadiant 1.5, GTK Radiant 1.5, and I don't know if also something else)
-- Gamepack direct download zip (extract "games" and "oa.game" into your NetRadiant folder. Should also include a default "shaderlist.txt" that you can use to start from -usually goes into baseoa folder-.)
- OACMP Volume 1 v3 download in case you wish to reuse (copy) some of its assets, as they are GPL.