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  • #16
    Originally posted by suokko View Post
    It is not creativity that is missing but Artist type of developers. There is large number of high skill level programmers in OSS projects but getting enough high skill level artist developers limits content based games from progressing (you need a lot of art and sound/music effects to create a good single player game). Have you ever looked the credit list of commercial game? The list of programmers is usually short compared to all others names in credit list.
    Compared too, yeah. They are often still a dozen or more full time programmers.

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    • #17
      Originally posted by suokko View Post
      It is not creativity that is missing but Artist type of developers. There is large number of high skill level programmers in OSS projects but getting enough high skill level artist developers limits content based games from progressing (you need a lot of art and sound/music effects to create a good single player game). Have you ever looked the credit list of commercial game? The list of programmers is usually short compared to all others names in credit list.
      That's not the problem. You can make a non-boring-FPS ( and this means also not being an FPS to begin with! ) with shoddy graphics too. You can still be creative with gameplay with the same graphics level.

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      • #18
        It's often hard for programmers to create good art; and wolfenstein 3d-style low-res sprites would frighten people away no matter how creative the storyline and gameplay are..

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        • #19
          The "creative crisis" in FLOSS games has more to do in my very humble opinion with the fact that artists are less aware of FLOSS projects and that they are less likely to give away (license under CC or open source) their work than programmers are. Not that they are against "giving away" their work, but rather that (given the school formation of many designers and graphics artists) they are less likely to come across Open Source programs, platforms and projects than programmers and IT oriented students. That is (in part at least) why, in my opinion, it is really hard to get professional or decent graphics artists involved in FLOSS game projects.

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          • #20
            An engine like id tech 4 needs a lot of content (art, gfx, animations, 3d models, textures, etc) to make a game, whether its good or mediocre, imaginative or not. Theres just not enough modellers, texturers, animators, etc willing to create enough needed content for a FOSS game that uses something like a gpled id tech 4.

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            • #21
              One additional point - even with a GPL'd engine such as Tech 3 or the coming 4, it's often a real pain in the ass to try to export into proper formats for the game. Of course there are proprietary plugins for 3ds Max, Maya etc, but using FOSS software.

              Blender still can't export md3 models properly, or even natively.
              Trying to encode RoQ videos crashes mencoder.

              These are from my personal experiences from last few months. Still struggling with blender, for RoQ I gave up and used Id's command line tool under wine (it's the ONLY proper tool that can do the job, and it was released in 1996 for $DEITY's sake. The video format has been fully specced for years, and it can be played back perfectly, but no working encoder...)

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              • #22
                There have been a few very creative single player mods created for the engine by one man teams that included original models, music, cinematics, videos, and textures, so most of what has been said in this thread comes off more like an excuse than anything else.

                Blender still can't export md3 models properly, or even natively.
                Blender doesn't export anything natively, all of its exporting is handled by python plugins, but I agree with you that the current md3 import/export plugins are crap. However the md5 export script is a whole hell of a lot better.

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                • #23
                  Originally posted by curaga View Post
                  Blender still can't export md3 models properly, or even natively.
                  That sucks. What kind of problems are you having?

                  Openarena has a tweaked md3 export script which seems to work fine for my player model puttering (blender v2.48a). You can find it attached to the first post of this thread (may need to be logged on):

                  http://openarena.ws/board/index.php?topic=2139.0

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                  • #24
                    By natively I meant "included with Blender", now there are a few separate, different scripts to download, with no idea which is better than the other.

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                    • #25
                      That sucks. What kind of problems are you having?
                      Thanks, but I'd rather keep them to myself for now, as I'm only getting started in Blender too

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                      • #26
                        Originally posted by curaga View Post
                        By natively I meant "included with Blender", now there are a few separate, different scripts to download, with no idea which is better than the other.
                        That's bullocks! The idea behind the scripting system is that external scripts are written and maintained by those knowing the formats best ( and working with them ). Scripts are only included into Blender if there is a significant number of people requesting this. So saying Blender is crap because script XYZ is not included in blender itself is rather moronic.

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                        • #27
                          Originally posted by Dragonlord View Post
                          That's bullocks! The idea behind the scripting system is that external scripts are written and maintained by those knowing the formats best ( and working with them ). Scripts are only included into Blender if there is a significant number of people requesting this. So saying Blender is crap because script XYZ is not included in blender itself is rather moronic.
                          Reading comprehension: no one said Blender was crap. Take a deep breath and relax, no one has sullied your maiden's reputation. d-;

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                          • #28
                            Very true; I did not say one bad word about blender. Only about the md3 plugin. And the biggest point was not about the separation, it was about the fact there are *several* different ones for the same thing.

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                            • #29
                              Which in fact makes sense too. You can either mush all exporters in one multi-exporter ( as I did with mine ) and use a menu to select the modules or make multiple exporters in separate scripts which do a certain job. Where's the deal?

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                              • #30
                                Fine, I'll spell it out.

                                I, a newbie, want to create a md3 model in Blender. I see it can't be done just by installing Blender, so I google. I find not one script to do that, but several. Different. Ones.

                                I have no idea which is best, or even which is usable. The people who obviously know which would, the blender devs, could resolve this by just picking the best one and including it.

                                Now I see people at forum X prefer script Y, and that the same script is said to suck vs script Z at another place.

                                In the end it takes a lot of enthusiasm and time to try out them all myself. Which I don't really have right now. I doubt many other users don't either.

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