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
#41
12/13/2004 (8:30 pm)
What do you mean "awry"? what exactly is the problem...?

I think its coming along nicely, and the lighting is a big, big improvement... hope you dont give up.
#42
12/14/2004 (5:15 am)
Just lots of strange errors that seem to randomly creep in.

1. Like the lamp in the above image, if I add a rope (Detail or structural), the texturing on the roof dissapears!
2. Interiors that work fine with the blue torque guy, crash with the green alien dude from the demo!
3. If I fly the camera straight up, torque crashes, but if I fly at an angle, its ok.
4. I can camera around interiors fine, but as soon as I go in in 3rd POV, it crashes

I'm fed up of all these surreal problems!
#43
12/14/2004 (5:30 am)
Heheh..have to take a step back occasionally big guy. I'm sitting in the same type of situation--have a server crash that has totally eluded me for more than a week. I'm doing everything I possibly can to make sure a unit object is protected, valid, and Enabled prior to doing an ai attack check, yet bam! right in the middle of any decent sized combat it crashes!

Sometimes you just need to take a break, do something different for a few days, and then come back to it fresh!

I think I'm going to Vegas! (just kidding, I wish!)
#44
12/16/2004 (6:20 am)
And I thought there would be a Tudor house under my Christmas tree! Seriously, take a break but don't give up. You already have customers waiting in line!
#45
12/16/2004 (12:45 pm)
Yeah, me too ;D
#46
12/20/2004 (6:49 am)
I have rescued 2 of the damaged buildings and now know whats going on. Its a long and laborious process but at least I know now :)
#47
12/20/2004 (6:58 am)
Awesome! Fill us in a bit? Would be nice to know how to avoid in the future!
#48
12/20/2004 (7:48 am)
Maybe later in my map2dif thread. ;) Just want to sort the rest out and find out all I can before I share.
#49
12/20/2004 (9:05 am)
FruitBatInShades you did a greate job
this pack is great and the price is good 25 - 35 $

but let me tell you somthing :
"If you give me a fish I will eat just for one day, but if you learn me fishing I will eat to the rest of my life"

agine your art is great but it's not serving my game style so I will pay 50$ if you release a tutorial to learn me how you implemnt this .

you know there is no good tutorials for quark , so a tutorial will be more useful than your great pack.

regards
#50
12/20/2004 (7:13 pm)
I'd have to agree... I love your work FruitBatInShades... though I'd happily pay additional for the maps plus some tutorials on quark ... you really do great work
#51
12/21/2004 (2:30 am)
People I am new here. I want to put my name in the help wanted list. What do I do ?
#52
12/21/2004 (2:40 am)
For starters don't post in an entirely unrelated thread you muppet!
#53
12/21/2004 (2:51 am)
Easy fruit....Easy

Nayeef, for starters either A) do a search B) post a question on your own post or C) look at the link on your left at the top that says marketplace and under it help wanted adds.
#54
12/21/2004 (9:50 am)
Bored of fixing things so I made some worn out trackways with ridges and a few bridge pieces

redravenrpg.com/lee/models/bridge.jpg
#55
12/21/2004 (10:06 am)
Your stuff is looking cooler and cooler, FruitBat. Your textures are absolutely fantastic, and the radiosity lighting really pulls together the interiors. Very cool stuff.
#56
01/02/2005 (10:03 am)
FruitBatInShades,

I agree. Your work is looking quite stellar. I'm looking forward to a pack(s) release? :) No pressure though. When you get done will be soon enough. I'm sure that folks will be ready to buy these packs when you're ready to sell them. Again, really great work!


[HOW]EdM|EGTGE
#57
01/02/2005 (10:33 am)
It looks very nice.

Great job on all of the models/textures.
#58
01/05/2005 (4:12 pm)
@Fruitbat,

What programs are you using to make these interiors?
#59
01/06/2005 (1:18 am)
@will: don't have a heart attack, but... ...QuArK
#60
01/06/2005 (2:14 am)
Grassy knoll