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License statement
Posted: Mon Sep 07, 2020 10:30 am UTC
by chris
Hello friends,
As you know I was absent for quite a while and also took a long break from any 3d graphic related stuff.
I wanted to know how things progressed and read the news and will relicense my models,textures and sounds to CC-BY-SA 4.0 this includes the following:
- Unvanquished Turret
- Unvanquished Grenade
- Unvanquished Reactor
- Unvanquished Rocket
- Unvanquished Rocketpod
- Unvanquished Medistat
- Unvanquished Lasgun
- Unvanquished Repeater
Please update my license text files accordingly.
I hope this will help you guys in your effort to gain more players.
Re: License statement
Posted: Mon Sep 07, 2020 1:22 pm UTC
by killing time
Re: License statement
Posted: Mon Sep 07, 2020 2:48 pm UTC
by illwieckz
Re: License statement
Posted: Mon Sep 21, 2020 9:23 pm UTC
by illwieckz
Hi @chris, this is how I pay homage to a man: https://unvanquished.net/now-we-are-free/
I have a question for you! There is an extra texture in your specular maps, stored in alpha channel.
I found it in reactor and lasgun specular map, see: https://github.com/UnvanquishedAssets/r ... -627618112
Your text files say such model provides this:
Code: Select all
Diffuse,Normal,Specular-Gloss,Glow
So I would assume this extra map in specular map alpha channel is a gloss map. I've read contradictory stuff about gloss maps, even some people saying a gloss map is another name for a specular map and some others saying a gloss map is a specular map but stored with pixel color reverted, but if you ship both, this would mean both statement would be wrong.
I know our specular code read the alpha channel of our specular maps to compute things, so we may implement that gloss feature:
https://github.com/DaemonEngine/Daemon/ ... #L127-L129
Can you enlighten me about what's this all about? I would like to be sure before saying to other people the engine supports gloss map, I would not want to say something wrong if I'm wrong.