If I recall correctly , any of the content that Valve has bought can be used for other mods/projects running under Half-Life; you should confirm this with Valve staff before you consider yourself in the clear to do this, though:
You could ask Ken Birdwell about it personally, since he's the one that supposedly granted permission; if you do get permission from Ken it'd be nice to know the official OK is out there.
I don't have contact information for Ken (his email isn't linked from the valvesoftware.com web site).
EDIT: I origially read the linked thread as "Ken Birdwell (Zipster)" instead of "Ken Birdwell (via Zipster)" and commented that they aren't the same person.
<!--QuoteBegin-Mantrid+Feb 22 2004, 12:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mantrid @ Feb 22 2004, 12:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So, how do you suggest I go about contacting him?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->You might want to try talking to one of the other people at Valve instead and include the link I posted above plus the list Ken supplied with your question...
Gabe Newell (Managing Director : <a href='mailto:gabe@valvesoftware.com'>gabe@valvesoftware.com</a>) or Viktor Anthony (Art Director : <a href='mailto:viktor@valvesoftware.com'>viktor@valvesoftware.com</a>) would probably both know company policy on art permissions.
Edit: you could try ken@valvesoftware.com, but there's no garuntee that his address follows the pattern.
Anyway, the DoD textures I'm using will be for a forest-based NS map. Small human settlement, dense forest, canopy you can't get beyond (no Lerk/JP problems).
Be very carefull with the number of "solid" rendered objects you have(or alpha test if that's a more familiar word). They tend to cause significant lag for some reason and I'm thinking you will have to do all those trees as models.
Odd angled geometry in half-life seems to compile badly with lots of long cuts that split surfaces in many, many w_polys.
I think this map is doomed to fail unless you can think of some ingenous way to isolate areas from view of each other without making it look bad or hindering freedom too much.
Comments
<a href='http://www.chatbear.com/board.plm?a=viewthread&b=9&t=422,1035684952,31292&s=0&id=331434#4' target='_blank'>http://www.chatbear.com/board.plm?a=viewth...s=0&id=331434#4</a>
You could ask Ken Birdwell about it personally, since he's the one that supposedly granted permission; if you do get permission from Ken it'd be nice to know the official OK is out there.
I don't have contact information for Ken (his email isn't linked from the valvesoftware.com web site).
EDIT: I origially read the linked thread as "Ken Birdwell (Zipster)" instead of "Ken Birdwell (via Zipster)" and commented that they aren't the same person.
Gabe Newell (Managing Director : <a href='mailto:gabe@valvesoftware.com'>gabe@valvesoftware.com</a>) or Viktor Anthony (Art Director : <a href='mailto:viktor@valvesoftware.com'>viktor@valvesoftware.com</a>) would probably both know company policy on art permissions.
Edit: you could try ken@valvesoftware.com, but there's no garuntee that his address follows the pattern.
Though, I don't see how DoD textures will fit in a NS map (unless you got a 50's movie motif going on)
Anyway, the DoD textures I'm using will be for a forest-based NS map. Small human settlement, dense forest, canopy you can't get beyond (no Lerk/JP problems).
I took those and some plant models from it.
But I'll try and do what I can. Having the first semi-open air map to be succesful would be nice.
Odd angled geometry in half-life seems to compile badly with lots of long cuts that split surfaces in many, many w_polys.
I think this map is doomed to fail unless you can think of some ingenous way to isolate areas from view of each other without making it look bad or hindering freedom too much.