For me, when people are already ignoring that type of disclaimer, it's a bit pointless to care which type of license it technically has. Those software licenses only come into play when it's between two companies anyway, everyone else just cobbles together whatever code they can find.I myself was not open enough when I posted some of my mods in the past. Even if I included text such as " If you wish to convert this model to another game, you must contact me for permission, ... you most likely will get the permission. " that was not really open source. I know that that particular model was converted, "ripped" without my permission a couple of times, but really, I am happy that more people can use it. I would never get payed for it anyway.
I have official content in AC and RF2 in both cases the UV mapping I wasn’t asked for anything specific and both games I used the same techniques not sure what difference the UV would make 1 game to the next.For me, when people are already ignoring that type of disclaimer, it's a bit pointless to care which type of license it technically has. Those software licenses only come into play when it's between two companies anyway, everyone else just cobbles together whatever code they can find.
The idea of games sharing assets might be nice in theory, in practice it's rare for the engines to be similar enough to have any hope of an easy quality product. For example AC and RF2 handle interior materials so differently that not only will the textures not be reusable, the UV maps have to change. Material settings naturally have zero transfer. The shaders just have different capabilities.
I've never been onboard with the idea that sharing a Blender/GIMP file will meaningfully make a conversion easier. Most of the stuff that's different between the AC kn5 and the Blend file is shortcuts to help my personal workflow. GIMP is even worse, the shortcuts are not stored in the xcf file at all. From xcf to a body dds file is over a dozen user interactions. (ctrl+a, ctrl+shift+c, ctrl+shift+v, alt+l, m, y, b, a, <return>, click other window, unhide layer, ctrl+c, click other window, ctrl+v, ctrl+h, ctrl+shift+e, click filename, enter. go to folder, run dds conversion script)
In terms of efficiency of texture usage, maybe, if two games require a different material approach. UV can stay the same, but splitting to more materials will mean either the texture is used twice or the texture is not fully used.I have official content in AC and RF2 in both cases the UV mapping I wasn’t asked for anything specific and both games I used the same techniques not sure what difference the UV would make 1 game to the next.
RF2 uses more UV channels than Material slots but yes the odd things will require a slightly different approachIn terms of efficiency of texture usage, maybe, if two games require a different material approach. UV can stay the same, but splitting to more materials will mean either the texture is used twice or the texture is not fully used.
Or in case of a flag on a track, where the amount of movement is defined by the U coordinate in AC and maybe not for rF.
After a whole lot of work learning the program, and trying things out in Race Track Builder. I am working on a open roads track set in Lake Tahoe. Still learning but its progressed really far in 2 days.
Just one word: grazieThis is something I have considered working on for quite a while. At the moment I am only working on it out of pure curiosity, just to see what the real circuit would have been like to drive, and to see how AC might handle the physical size, so no guarantees that it will ever get released.