Extracting GTA3 art assets for use in your own game

One of the most frustrating things about homebrew game development is that there's almost an insurmountable amount of work that needs to be done just to get something decent to display on a screen. You can roll your own complete graphics and physics engines and still have nothing to show for it if there are no art assets to load.
QuantumG's solution to the problem was to focus on developing the game engine using the model data from GTA3. Knowing that the art is already functional in another game allows you to focus on your code, and it's more fun when you can see the immediate results of your work.
The blog entry walks you through his experience with extracting and using the mesh, texture, city, and character data and making use of it with the OGRE graphics engine. If you've ever played around with making a game before, but got discouraged for lack of art assets, this is really worth a read.
Using GTA3 art assets in OGRE - Link
OGRE 3D graphics engine - Link
Posted by Jason Striegel |
Feb 10, 2008 08:18 PM
Gaming, Software Engineering |
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| Posted by: RDAC on February 11, 2008 at 2:38 PM |
Maybe it's just me, but why not get something off Google's 3D Warehouse and use it instead?
I would figure nothing would bite more than building an awesome game that plays great, only to come behind yourself and have to remodel everything because you used ripped content?
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