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
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#61
01/06/2005 (8:38 am)
@FruitBatInShades:

How goes it my friend ? I've loved following the process of your work, incredible stuff, hopefully I can eventually texture remotely similiar to that lol... been a while since we've heard any updates from you, on the pack or on how things go with you.
#62
01/06/2005 (10:51 am)
*aacckk*...
#63
01/07/2005 (11:46 am)

#64
01/07/2005 (2:33 pm)
Lol... I'm sure you will be pleased to see the snapshot for today... map2dif rewrite coming soon :)
#65
10/03/2006 (3:04 pm)
Hello Fruitbat,

My name is Clifford and all though I don't look like any muppet, I am going new to Torgue. ( I purchased my TGE license last week.) IN reading down thru posts, I see that this thread has not been updated in over a year. Did your game pack make it out? If it has, may I have a link to it, and ask for any pertinent info on it ?


Thank you for your time,
(Da Swedish Chef)
Clifford
#66
09/14/2007 (8:38 am)
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
#67
09/15/2007 (12:13 pm)
Thank you bud,

Long time no hear from you. I have been learning TGE and scripting and modeling over at www.Mydreamrpg.com for the last few months. The devs there and the community are incredible. I am always on the prowl for textures.

I look forward to seeing more of ya. Either here, or at Mydream's IRC.

Peace.

and Thank you BUNCHES for the textures.

Respectfully,

Cliff
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