It Okay To Rip Dod Textures And Models

MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
<div class="IPBDescription">For my NS map,</div> Right?

Comments

  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2004
    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:

    <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.
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    So, how do you suggest I go about contacting him?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited February 2004
    <!--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.
  • StGeorgeStGeorge Join Date: 2004-02-08 Member: 26258Awaiting Authorization
    DoD textures were made open source a while ago...maybe nine months ago?

    Though, I don't see how DoD textures will fit in a NS map (unless you got a 50's movie motif going on)
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Okay, I'll try those adresses.




    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.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    show us your final result ^_^ (when yer done)
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    I will, unless I get lazy. Which isn't that hard to imagine :\


    But I'll try and do what I can. Having the first semi-open air map to be succesful would be nice.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited February 2004
    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.
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Shaped blocks of super-dense unpassable trees (heavily clipped cylindar with a continous texture), and a whole mess of func_walls.
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