Here is the relavent section of the BtS EULA.
There is no reason why the CFC modders couldn't help us with new art assets (that was my plan, once we got something going to promote it and get attention here), but we can't recycle assets.
Edit: We also couldn't use NIF, because IIRC that is a proprietary format of the Gamebryo engine. That however doesn't make me sad, the civ graphics look horribly old compared to modern games.
True. We will need a lot of new models and such, but modders have made tons of models that are not a property of fireaxis (unless fireaxis turns out to be really evil).
Now I think of it; These models are most likely not made with .nif as working file type. Given that there are various exporting tools for the Ogre file types, it must be possible to export them directly to the Ogre files (if the source models are available or if the modelers want to help us).
Now to tell you guys what I came here for: A small status update:
I managed to convert a frost giant .nif from FFH to the Ogre .mesh type and display it.
This has given me an insight in the problems with converting .nif files:
- The result looks discustingly bad, (partially because it aint animated, hence in the default, gliched pose).
- I don't know how to import/export the animations. It should be possible, both on the side of Blender import scripts and Blender export scripts, but it aint working with the default settings.
- The work flow is horrible: Import a .nif, export to geometry, skeleton and material files (since I'm not used to blender this takes some time), manually edit the material files and sometimes the file names (remove lighting, etc), find the right texture (I have not yet found a concrete way of knowing 100% sure which one is the right texture: swordsman.nif does not use swordsman.dds, but is actually a frost giant which uses the berserker.dds all three files are in the same folder of FFH?! ) and finally convert all exported .mesh.xml data to binary .mesh data.
At this point I have not seen a file which describes the animations yet! The skeleton.xml export only contains the bones of the model...
But this shows it is possible to convert the .nif files!
I think I would end up with the same hell if I try Horde3D, so this leads to the conclusion that new assets would be a great improvement.
Exporting scripts exist for Blender, Maya, MilkShape and Houdini. Possibly even more, but these are the ones I found pretty fast on the Ogre site.
Besides these exporters it is a piece of cake to transform static models from the wavefront obj format to the Ogre .mesh.xml format and then use a tool to convert it to the binary .mesh format. (I think it takes about 1-5 minutes per model if done by hand, or 30-90 minutes to write a script/program to do so.)
Please note that creating an engine and the assets that create an ambiance as rich as that of Civ will take a lot of time. Although the graphics may be technically better, they will feel horrible for a long time. Examples of stuff that simply takes time to implement: Battle cam, unit view in civelopedia, civilopedia itself, all GUI elements of Civ (unit pics of units on tile, little nobs that tell whether they have movement left (in C2C they even display health), etc).
So all this leads to an important question that I need answered to continue:
Can I assume we have assets in the Ogre file formats (in the future)? If so I can continue creating the engine that can uses them. Otherwise we need to discuss on how to solve this problem. I don't have the time to create a graphics engine and keep myself busy with all the assets at the same time.
A frost giant in MOgre: (large image)