Game Development Community

Fruitbats Medieval/fantasy content pack

by FruitBatInShades · in Game Design and Creative Issues · 11/17/2004 (12:38 am) · 67 replies

Medieval Game Textures now creative commons

The crazy bat has put down his melon gun and given up on paypal and decided to release his medieval textures to the world under the creative commons license. That means you can download and use them as you like if you make sure I'm in the credits and you don't resell them as textures.

www.ghostskin.com/Gallery/Medieval_Game_Textures.aspx
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I now have quite a few models/textures available for the content pack. What I really wnat now is some feedback on how to approach building the pack. I have a few ideas but would like to know exactly how people would like to recieve their content.
No humorous jibes about getting all 100mb for free, I've had enough of those already. If anybody says "I want everything in one, everything you've suggested" I will not be amused! :oP

The content I have is made up of a series of resources, what I want to know is how would you like it seperated and how detailed would you like it?

Interiors
1. How detailed do you want interiors? At present the buildings are empty so you can add all your own internal objects and details. Is this how you want it or would you prefer themed buildings to be full of themed stuff?

Empty: You can make the building very individual and make the same shell look like different places
Populated: You can drop and go, but it will look the same as everyone elses

2. I assume everyone wants the map files?

3. Would you like a construction kit and guide for Quark?

This would consist of a guide how to build maps using the supplied textures, my cheats for workflow, my special brushes for quick addition of objects etc. This would be a seperate pack.

Textures
I have put a LOT of work into my textures and do not want them to become public domain. I would like to split the content into 2 sections

1. The textures as supplied at 512x512 and 256x256 (and 128x128 for those small areas), plus component textures as required.

2. Source artwork. The source artwork would be supplied in PSP and photoshop format and would enable people who have modded the engine to take advantage of transparent interiors, bump mapping etc. I intend to supply bump maps as part of the main texture set but probably not on release.

3. Copyright issues, I have put in post below the texture copyright, can you give me your opinions on whether it seems reasonable and if not, what would? I have found my work on the web edited and resold before and that is not amusing.

Components
I tend to break my models after building to seperate items that can change the look of a building. The farm houses for instance have extensions that can be added or removed. This can be done in the world editor or in quark. If someone could implement a snap to face in the world editor I would love you forever (or not, depend on which is more of an incentive)!

I have also created what I have called 'facias'. Which are the fronts of buildings that are around 40-80 polys so you can build massive towns with low impact on the framerate. These are those flat buildings you often get in games that you cannot enter. These also have lots on drop in bits that change the look.

My entire ethos with this pack is to enable you to build diverse medieval towns/cities which look as diverse as real medieval towns do (I live in one :oD )

Updates
I intend to supply updates for free. Updates will include bumpmaps, changed textures, much needed new textures, improved/fixed interiors etc. This will not mean everything I produce on this theme forever but anything I do whilst bored or things I improve. Is this a good idea?

Here are a few links to the stuff on garage about this pack if you've not been following its development

History
History
History
History

All ideas and opinions greatfully recieved. I want to know what you would find best for your game creation.

Please bear in mind these models are for condensed content and are therefore low poly and all shots are in direct sunlight with NO special lighting
#21
11/30/2004 (6:05 am)
Medium Sized House 1
Heres another one. A medium sized house with an extended attic.

redravenrpg.com/Lee/models/mh1.jpg
To dispel the myth thats floating around, these buildings are detailed! It just doesn't show up in the shots, when your moving around the buildings the detailing shows up quite clearly.

redravenrpg.com/Lee/models/mhdetails.jpg
#22
11/30/2004 (4:21 pm)
Actually, it's easier if you just increase the contrast/brightness of the screenshots in Photoshop. Just a few points higher and it will look alot better.
#23
11/30/2004 (5:10 pm)
Fruit,

A good trick to get around those sharp shadows like you have is to put a omni light on top of where the shadow is but at only 5%-25% of the normal light strength as needed, it add ambient light which is good, but leaves the essence of the shadow.

If you just leave the omni_light in the light holder, you're going to have some crazy pitch black shadows being cast. :)
#24
11/30/2004 (5:25 pm)
Hmm, they look really good, but the lighting must've been a trick, yet, the models themselves and especially the texture look good.
#25
12/01/2004 (12:47 pm)
Yep..much nicer staircase ;)
#26
12/02/2004 (12:26 pm)
Got bored, started doin a bit of interior decoration :)

redravenrpg.com/lee/models/mh3.jpg
#27
12/02/2004 (2:11 pm)
Cheap and nasty medieval furniture store is open
redravenrpg.com/lee/models/furniture1.jpg
Does anyone care? :o(
#28
12/02/2004 (2:21 pm)
Lookin good

One thing though, be careful putting DIFs inside DIFS (assuming those are DIFS)
You will eventually run into some serious zoning errors becaues DIFS should never be inside DIFS. :)

The best way around that is to offer them as .map prefabs so they can be compiled directly into the dif, a little more work, but it gets you around all those errors and is 500% faster.
#29
12/02/2004 (4:19 pm)
Yeah tim, I've got them as maps and a quark library, same with all the detail brushes (Panelling, beams etc)
#30
12/02/2004 (4:43 pm)
Nice little tip, Tim. I never tried a dif inside a dif but nice to know anyway.

And FruitBat, the work is looking good as usual. :)
#31
12/04/2004 (8:39 am)
Ok, I'm in love. Finally spent a few hours looking into radiosity and I'm a happy bat, all those nasty edges gone forever :)

Normal at lightmap at 16

redravenrpg.com/lee/models/rad2.jpg
Radiosity with a lightmap of 32

redravenrpg.com/lee/models/rad1.jpg
Dare I try the radiosity with a lightmap of 16....
#32
12/05/2004 (9:47 pm)
Yeah! Nice effect...

its exactly what i meant in my earlier post about lighting.
#33
12/08/2004 (6:06 am)
redravenrpg.com/lee/models/medhouse2.jpg
Ok I am SOOO bored of this now, its taking me way to long to do each model.
#34
12/08/2004 (7:14 am)
Sorry to hear that, but great stuff ! You can bet you have a customer here when you release your pack.
#35
12/08/2004 (7:18 am)
You have an idea when you will release a pack, getting pretty excited seeing your stuff, its exactly what I'm looking for.
#36
12/08/2004 (7:37 am)
@Matthew: Depends how much you want , I need to do another 20 or so buildings but i spend long time getting the texturing right. I'm also running out of ideas so if you have any concept art or floorplans youd like to see in it the feel free to email them to me and i'll make em.
#37
12/09/2004 (4:33 am)
The Doss House
This is an old converted barn, that the farmer is allowing poor families to live in, you can bet he isn't doing it out of the goodness of his heart. Downstairs is empty and would be where everyone hangs out and cooks. Upstairs are roughly made rooms just seperated by badly made hessian curtains.

redravenrpg.com/lee/models/dosshouse.png
#38
12/10/2004 (12:18 pm)
Nice house...

hmm as much as possible, plan to use content for a couple RPG medeival/fantasy style games... One thing I would be interested in the pack (if your up for it) is a couple caves, maybe interiors themed like that...just off the top of my head, or some castle building blocks... great stuff, I like the Doss house.

Also if you could be thinking up a price range I can plan ahead.
#39
12/12/2004 (7:22 am)
@Matthew: Not a lot, if garage end up selling it probably about $25- $35

The Barn
Heres a simple barn with lots of space and beams inside

redravenrpg.com/lee/models/barn.jpg
#40
12/13/2004 (7:10 am)
Sheesh, I think I'm gonna resign from this project. Fed up of interiors going awry for no apparent reason. Might come back to it after xmas but for now I've had enough.

Sorry