Kambi VRML game engine
← Users Developers →
 
Intro and News
 
view3dscene
 
The Castle
 
All Programs
 
Forum
 
Engine
 
VRML/X3D
 
Other
 

The Castle — credits

Contents:

Authors

Programming and modelling (of everything not covered below) : Michalis Kamburelis.

Szymon Stoma and Ka¶ka Zaremba designed and modelled the scenario on "The Gate" level (all models in data/levels/gate/gate_parts/), modelled various objects (keys, bow, quiver, arrows, ball_missile_s), provided some sounds and a large amount of feedback. Thanks!

Grzegorz Hermanowicz (herrmannek) implemented underwater "sick" projection effect and started gravity for arrows implementation, thanks ! Finally we have a 2nd guy with SVN write access, so if something gets broken — that's totally not me :)

Other used things

Code

  • My VRML 3d game engine (link to vrmlengine.sf.net). You can treat this engine as part of this game (I'm actually extending it while developing this game...), but it's generally useful.
  • My font2pascal was used to generate font, see bfnt_bitstreamverasans_m10_unit.pas and mk_fonts.sh
  • FreePascal is a compiler that made this all possible.

Graphics

  • data/levels/gate/cart model was found among the first 10 google results for "free 3d models". Terms are some open license (like artistic or gpl).
  • tree.blend based on tree02.3DS from Micha³ Wojtkiewicz. Thanks!
  • Werewolf and Alien creatures' models based on free models from www.3dcafe.com. Spider's queen face also based on model from this site.
  • Ghost's teeth are based on vampire teeth from www.katorlegaz.com from characters/vamp.zip model.
  • Blender
  • GIMP
  • ImageMagick
  • Terragen was used to create sky (see data/skies/). This is the only non-open-source component I used... pity :(. But I don't know of any (open-source or not) alternative to Terragen.
  • Many textures from public domain Golgotha textures
  • Many textures from http://lemog.free.fr/
  • Some post-processing of VRML models is done using EmacsLisp, see data/kambi-castle-utils.el and various Makefiles, like data/levels/gate/Makefile
  • stars.jpg grabbed from here
  • Some of my other programs dealing with VRML were also used: rayhunter (link to vrmlengine.sf.net) was used to render items 2D images (see data/items/xxx/image.png), view3dscene (link to vrmlengine.sf.net) was often used to see how VRMLs look (independent of how they look when used in "The Castle"), and to generate some VRML code pieces, and some screenshots.

Sounds

  • I use Sweep and Audacity to edit sounds.
  • Sox is also a great program, suitable for batch processing of sounds.
  • Many freeware sounds from www.flashkit.com/soundfx/.
  • Sound loops (i.e. game music):

    Found by www.flashkit.com/loops/. These loops are really great so I give here a link to all author's websites — if I'll forget some loop please remind me.

    Place in this game Title and URL to flashkit Author
    Intro (initial menu) (don't remember) edgen
    "The Gate" level (don't remember) calpomatt
    Castle Hall" level Temple Adam Goh
    "Cages" level Cathedral Mark
    Game finish sequence Quiet calpomatt
  • menu_current_item_changed.wav based on /usr/share/sounds/KDE_TypeWriter_Key_2.ogg
  • werewolf_howling.wav from here.
  • tomb.wav from here

DOOM E1M1 bonus level

Inside the game I added, as a joke/experiment/tribute, a level based on well-known id Software game "Doom". Level geometry and textures come from original DOOM E1M1 level, the level is just converted to VRML (and changed in many places for my engine).

Thanks go to whole Id staff that produced DOOM. For a lot of technical details how DOOM E1M1 level was done in my game, see the file data/levels/doom/e1m1/README in game data. Music is taken from great "DOOM I and II Music" as compiled by Paul Burdette.

Legal things:

For distro packagers: remember that the Doom level and it's resources (i.e. most of the things inside directories data/levels/doom/, data/textures/doom/ and data/sounds/doom/) are not open-source, are not covered by GNU GPL license, are not under my (Michalis Kamburelis) copyright etc. Legally, I guess that they are a heavily processed version of the content that was originally developed by Doom authors, and they own it.

If you want to redistribute my game as a pure open-source, you can simply remove these doom/ subdirectories. You can also remove doom_e1m1 entry inside data/levels/index.xml, so that the game doesn't crash when user tries to enter non-existing doom level.

For Id Software: hopefully if any lawyer working for Id Software will ever spot this page, he will understand that the "Doom level" in my game is

  • Partially a joke and an experiment (how Doom level will look when rendered in modern technology, with free 3D and OpenGL and all).
  • Partially a tribute to Doom.
  • I include only the very first Doom level, E1M1, that is virtually known to every person who ever played any computer game, it was even released as a shareware after all.
  • The "Doom level" is not a main level of my game, it's just a bonus.

So don't sue me. Thanks :)