id softwares tools and compilers
id softwares tools and compilers
Since ID released their stuff on the gpl, does this mean we can use q3map2 and gtkradiant without breaking a copyright? What about future commercial use does the gpl foster an environment for commercial use?
you can't use id tools and compilers for comercial projects.
Only id formats (bsp, md2, md3...) are free. But not their tools.
advices:
-hl1 bsp compiler , not the one from valve, but one called zhlt tools, is free for comercial. yet though, irrlicht does not load hl1 bsps.But quake3, if I'm right, and even not sure if fully featuredly.
http://collective.valve-erc.com/index.php?go=mhlt
dunno if this new version bellow is still free for comercial, seems is for hl2 era :
http://dev.valve-erc.com/index.php?go=zhlt
-Getic3d. That one generates a kind of custom bsp . I guess you need to know quite a bit of code to adapt it to irrlicht, but is surely possible with knowledge.That one is usable for comercial, if I remember well.
http://www.zalsoft.com/
-Open bsp. Seems is free. Quake3 type of bsp, I think.Not completed.
http://www.osmanturan.com/
some link related :
http://glscene.schtuff.com/Articles.OpenBSP
-Another not complete, at sourceforge.net. Dunno if of any use :
http://map3bspc.sourceforge.net/
http://sourceforge.net/projects/map3bspc/
BTW, there are better modern ways..like Murphy's incoming lightmapper, combined with Etcaptor Visual Editor..etc...
(a bit of promotion, lol....)
For exporting md2, md3, there are free plugins for most packages, like Blender.Blender is free, too.
Only id formats (bsp, md2, md3...) are free. But not their tools.
advices:
-hl1 bsp compiler , not the one from valve, but one called zhlt tools, is free for comercial. yet though, irrlicht does not load hl1 bsps.But quake3, if I'm right, and even not sure if fully featuredly.
http://collective.valve-erc.com/index.php?go=mhlt
dunno if this new version bellow is still free for comercial, seems is for hl2 era :
http://dev.valve-erc.com/index.php?go=zhlt
-Getic3d. That one generates a kind of custom bsp . I guess you need to know quite a bit of code to adapt it to irrlicht, but is surely possible with knowledge.That one is usable for comercial, if I remember well.
http://www.zalsoft.com/
-Open bsp. Seems is free. Quake3 type of bsp, I think.Not completed.
http://www.osmanturan.com/
some link related :
http://glscene.schtuff.com/Articles.OpenBSP
-Another not complete, at sourceforge.net. Dunno if of any use :
http://map3bspc.sourceforge.net/
http://sourceforge.net/projects/map3bspc/
BTW, there are better modern ways..like Murphy's incoming lightmapper, combined with Etcaptor Visual Editor..etc...
(a bit of promotion, lol....)
For exporting md2, md3, there are free plugins for most packages, like Blender.Blender is free, too.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Hm. Not sure how much work this would be. I can't remember how HL2 stores lightmaps. If it's like Q2, it's a pain. That's why my Q2 loader for Irrlicht never got released. I could probably do it much more easily now... I should take another crack at it.vermeer wrote:-hl1 bsp compiler , not the one from valve, but one called zhlt tools, is free for comercial. yet though, irrlicht does not load hl1 bsps.But quake3, if I'm right, and even not sure if fully featuredly.
http://collective.valve-erc.com/index.php?go=mhlt
dunno if this new version bellow is still free for comercial, seems is for hl2 era :
http://dev.valve-erc.com/index.php?go=zhlt
Actually has its own whole format. Has support for some things not in Q3/Q2/etc. as well (bumpmapping, ...). Adapting the Q3 BSP loader wouldn't be hard. A simple OBSPtoMIM exists.-Open bsp. Seems is free. Quake3 type of bsp, I think.Not completed.
http://www.osmanturan.com/
some link related :
http://glscene.schtuff.com/Articles.OpenBSP
We'll see about that!BTW, there are better modern ways..like Murphy's incoming lightmapper, combined with Etcaptor Visual Editor..etc...
(a bit of promotion, lol....)