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Author Topic: What Are You Working On?  (Read 70081 times)
Peter Silie
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« Reply #50 on: October 17, 2011, 11:38:54 PM »

so yeah, half of oasago2's problems solved right there

this is what i thought about Smiley
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fromhell
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« Reply #51 on: October 18, 2011, 03:59:08 AM »

to clarify



I polished a bit on my torch, now it looks rusted and strangely fitting in 2000-era games
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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
Bane
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« Reply #52 on: October 18, 2011, 06:26:43 AM »

The new torches look good nice job Smiley
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dbX
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« Reply #53 on: October 18, 2011, 07:19:08 AM »

That's a major reduction in triangles, nice work.
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Joshua
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« Reply #54 on: October 19, 2011, 08:04:26 PM »

Are those hand painted textures I see?  Grin
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Joshua
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« Reply #55 on: January 05, 2012, 09:28:35 PM »

Still working on modular environment assets in my "free" time. This is just a rough test.
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Neon_Knight
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« Reply #56 on: January 05, 2012, 09:37:08 PM »

ASdkfjalsdfjsalkfdsjdf

This looks SO sweet... it NEEDS to be used in an actual map.

Keep up the good work, Joshua. :thumbup:
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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fromhell
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« Reply #57 on: January 05, 2012, 10:09:42 PM »

* a mention of involuntary defecation on sight here
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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
Gig
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« Reply #58 on: January 06, 2012, 03:41:01 AM »

There is something that remembers glsl "edge" program, in that screenshot... Smiley
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VortexHU
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« Reply #59 on: January 06, 2012, 12:21:45 PM »

looks great, again it needs to be in a real map. Smiley a little aesthetic suggestion: groin vaults often have the bricks oriented with the long side perpendicular to their closest wall, in case you like how that looks and feel like changing the texture mapping.
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Neon_Knight
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« Reply #60 on: January 06, 2012, 12:23:10 PM »

@Joshua: you'll be releasing this under GPL, amirite?

I can't wait to make a map with this, looks pretty classy.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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Joshua
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« Reply #61 on: January 06, 2012, 06:20:55 PM »

Thanks everyone for the kind words.

@Neon_Knight
I usually release with no license, just free. So if you want to slap a GPL on it, that is fine by me. But these are more experiments than anything. I wish I had more time to work on contributing to OA.  Embarrassed

@VortexHU
Great catch! Honestly I was just throwing textures on it to see how I liked the look of groin vaults.
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VortexHU
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« Reply #62 on: January 07, 2012, 02:19:56 PM »

@Neon_Knight
I usually release with no license, just free. So if you want to slap a GPL on it, that is fine by me. But these are more experiments than anything. I wish I had more time to work on contributing to OA.  Embarrassed

but seeing a CC0/public domain or GPLv2 dedication attached to a particular work (at least once finished) would give explicit, incontrovertible permission to include it in OA (or other such projects). also i think fromhell personally requires the original author to state the license.
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Neon_Knight
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« Reply #63 on: January 07, 2012, 03:24:44 PM »

Exactly. All of that is so we can use those awesome models with the game.

It's not that problematic to release something under GPLv2. In the zip/pk3 file you should put:

- The models themselves. (in a models/mapobjects/joshuamodels folders or smth like that)
- The source of the models. (if you worked with Blender, these are the .blend files, if you also worked with modified pictures, you should include the .psd, .xcf, and original full pictures)
- A license file. (gplv2.txt, or the COPYING file from the OA root folder)

lei/FH might give some more details on this.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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Joshua
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« Reply #64 on: January 19, 2012, 11:25:57 PM »

Still working on this stuff whenever I get a chance...  Grin



Fairly okay with how the arches and piers look ingame. All sorts of interesting experiments around the stone texture on those assets. The groin vaults and corbels are still very much placeholder. Not sure how I feel about the base molding/trim. Still some funkyness with the models are displaying at times.

All in all, a fun and interesting experiment. Eating up all of my free time...
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Suicizer
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« Reply #65 on: January 21, 2012, 02:32:16 PM »

Well, I'm not sure if I should post it here, but it looks like it could.


I'm currently working on a map for the non-commercial game "Sauerbraten" and would like to use the statues of the "Dissonnance" model-pack. Too bad, the author's email has been expired, so is his website and the readme-file isn't very clear at licensing info.

I'm pretty sure I once saw one of the window models which are included in the  "Dissonnance" model-pack in Open Arena. I'm not sure which map it was though.
Can I ask which license you've used on the "window" model which once was in OA?

I'm talking about the window-model(s) of "Dissonnance", which are just right under this line of text.
http://www.wemakemaps.com/mapmodels9.htm

I noticed those models are also in the map of Q3WCP22. Is anyone having any idea what the license of Quake3World is?

Thanks already!

With kind and hopefull regards,

Suicizer
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fromhell
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« Reply #66 on: January 21, 2012, 11:13:43 PM »

OA doesn't have a dissonance window anything.


Q3W CTF map compilations are copyrighted material.
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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
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