You can't simply redistribute the entire package with your modified files, as the majority of game media is not yours to use freely (it is made by many authors with a variety of licences and copyright restrictions). * If you insist on making a standalone game based on Cube 2, do realize that only the sourcecode is yours to use freely (if you abide by the ZLIB license, see below), while the media is not. * If you want to create your own gameplay beyond what you can do with a map, the best way to do this is as a "mod" (same as above, but with new executable that incorporates your gameplay), that requires an existing install, and installs only the new files you created in parallel to the existing files. Contributing content to the original game is most welcome, and the most productive way of working with the community. * You may produce new content for the "Sauerbraten" game, for example as a custom map (.ogz/.cfg/textures etc). ![]() This means that you have roughly 3 options: If you want to produce new content with the Cube 2 Engine, you have to be aware that the source code may be Open Source, but the game and the media it consist of have their individual licenses and copyrights. ![]() You may play Cube 2: Sauerbraten for any purpose as long as you don't blame the authors for any damages incurred. zip/tgz/rpm/deb/dmg), any changes beyond that require explicit permission from the developers. You may re-compress using different archival formats suitable for your OS (i.e. The game is freeware, you may freely distribute the archive and/or installer unmodified on any media. Click to expand.Welcome to game development.First of all, welcome to Cube 2: Sauerbraten! To start off, if you are looking for help with the game itself, refer to the ). What do you think those teams of people are doing for 3 years? If you want assets in your game, you either make them in a 3d modeling program or buy them from somewhere. ![]() No game engine can magically give you the ability to make scene props. Unity has a built-in terrain editor for manipulating height maps, texturing terrain and adding grass. You're trying to use Unity like it's a level editor. It's painfully clear when you compare it to level design in quake. To design a room in Unity, you first set up your project for its platform, create character classes, put down a basic block and design your character movement script(s) and test. You then create your load and save data functions and a basic menu for testing builds. Then you start adding classes for shooting/moving/clicking/whatever and test them. Maybe at this point you add a rigged model to work on the animation system. Then you model props in whatever program you use. You don't texture them, but you probably do some UV unwrapping. ![]() You import them, apply colliders, and run around the untextured models to check their scale. If you're satisfied, you begin modeling and texturing each object, one at a time. You then make prefabs of the different objects and assemble them into buildings, houses, vehicles, or whatever. *Mileage may vary depending on type of game and desired pipeline. To be blunt - nobody makes models inside of Unity or any other game engine. Level design can require a ton of tools and always requires custom scripting. This is why software like Play Maker exists. You have to buy the assets or make them.Ĭlick to expand.Jokes aside (putting video editing in the same plane as 3D modelling, the fun part of this "colossal task" is that it could be achieved by simply integrating Maya or 3DS Max within Unity. 'Colossal' only because 3DS Max and Maya are 3GB of bloat considering the Blender installer is under 100MB and outside of the more advanced simulations (only used for CGI) and viewport performance, both do the same.Īnd let's not kid ourselves: once a smaller company like MODO does it first, they(Autodesk) will be back to catching up. Unless Autodesk incoming game engine main focus is modelling in engine (I am convinced this will be its main draw and it might even get me to try it. And then watch Unity and Unreal make a contract with MODO or some other highly optimized modelling suit.
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