Pages: [1]
  Print  
Author Topic: Public domain photos for textures  (Read 19403 times)
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« on: July 16, 2013, 04:31:37 PM »

I've created an album in Flickr with photos I took over the years, and which I've released under Public Domain, so they can be fully usable for graphics not only in OA but in any game as well. They're practically untouched.

In each photo's description it's stated that I'm releasing them under PD because Flickr doesn't allow it's users (at least not yet) to release them in a license other than copyright or any CC excluding CC0.

If someone knows a better place for photo hosting which allows PD, let me know.
Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
Gig
In the year 3000
***

Cakes 45
Posts: 4394


WWW
« Reply #1 on: July 23, 2013, 03:13:42 AM »

Interesting stuff. Nice idea, man!

Although in a few of them (e.g. http://www.flickr.com/photos/98993050@N07/9303799602/in/set-72157634666729749) there is human-intelligence-derived stuff that isn't "generic" enough and that item may theoretically be associated to an author/copyright holder.
« Last Edit: July 23, 2013, 09:03:12 AM by Gig » Logged

I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
Hitchhiker
Member


Cakes 11
Posts: 181


« Reply #2 on: November 06, 2013, 05:40:32 PM »

Hi,
http://gpl.imageafter.com/

with some cropping and make tile-able in Gimp might be useful?

(sorry if not the good thread to post this.. [edit] just saw was not the best post.. but don't know how to delete this post.. if someone can? thanks! [/edit])
« Last Edit: November 06, 2013, 05:43:17 PM by Hitchhiker » Logged
Gig
In the year 3000
***

Cakes 45
Posts: 4394


WWW
« Reply #3 on: March 03, 2014, 07:46:43 AM »

Hi guys! Did somebody already used images from http://www.public-domain-image.com ?
Is that a trustworthy site?
Logged

I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14520



WWW
« Reply #4 on: April 14, 2014, 08:41:34 PM »

I'm now attempting to use some BurningWell resources to create a texture in Gimp 2.6 with the Resynthesizer plugin.

My attempt will be at replacing the cracked earth texture, which is currently an evillair-based stand-in.

I also want to eventually replace all the evillair textures OA uses so we can shed that 'typical evillair' look to the maps.  Those textures are relatively low resolution and don't really match up with the texture size standards we have.
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14520



WWW
« Reply #5 on: April 18, 2014, 07:28:11 PM »

Here's some cracked earth.  Unofrtunately I had to merge layers and do resynthesizing on itself for better tiling.

Unfortunatley GIMP always saves a 32-bit TGAs, so I'd have to always nuke an alpha channel to get it down to 24-bit.   Releases will have these in JPEG form, mass converted by script.

The cracks are made from generated voronoi patterns, then curved, then ran through a texture transfer...

and even at 512x512 I still add a detail texture layer Tongue
« Last Edit: April 18, 2014, 07:33:07 PM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
jangroothuijse
Lesser Nub


Cakes 5
Posts: 100



« Reply #6 on: April 19, 2014, 02:27:21 AM »

Why nuke the alpha channel? In terrain generation (which considering the textures look seems a viable option) it helps to have an alpha channel, so the blends can be nicer.
Logged
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14520



WWW
« Reply #7 on: April 19, 2014, 11:08:25 AM »

Because the alpha channel was entirely 0 and I do not like waste, and where these particular textures get used, they don't involve terrain heightmaps.
« Last Edit: April 19, 2014, 11:35:35 AM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #8 on: October 06, 2017, 09:31:57 AM »

Some time ago I've created a repo to host my works. Took the chance to also upload the photos, plus every other photo I took and decided to release as Public Domain. Please tell me which photos should I delete that don't comply with PD in case there's one.

The photos can be located at https://github.com/NeonKnightOA/oaassets/sources/graphics/photos
Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
Want to contribute? Read this.
Pages: [1]
  Print  
 
Jump to: