Announcement
Collapse
No announcement yet.
Am I doing a legal thing?...
Collapse
X
-
ohh iron wafare, AOP is my prefered mod (or mission pack) ever, I ripped the qc to get some darkplaces features and do bug fixes (in weapons and effects).
-
Sent a mail to the author, if I receive an OK I'll put immediately on upload.
Leave a comment:
-
The reason is because this "remake" of AoP is done since 1 year and it's lying on my PC since that time, the same for Insomnia with HD textures (Q2 and Q3 textures). When I have permission from both authors I'll release them, as for SoE, I will continue of course, it's not dead. I'm also waiting for new PC, it should arrive in a week if I'm lucky.
Leave a comment:
-
Hello IronWarfare,
First of all, I find it exemplary and very good that you ask the community beforehand.
There are many others, who do not care about these things.
The answer to your specific question though, should be given by the author of the files, which you are referring to.
If the author has a readme with mentioning licenses inside his download, this should be enough for you.
If you do not find a readme or license in the download, then look at his website (if available).
You should then be able to decide how to proceed.
If it is still unclear, try to write an email to the author directly.
You can of course skip the complete topic, if your specifically focus on Darkplaces / FTE audience. Then you only need to release one little script file (like Nahuel suggested), that handles it.
But be careful, when using Nahuel´s example.
It only works if the textures have the same dimensions and stretch factors.
You have to take these into account if you want to replace textures, especially when using QRP´s high res textures.
This is what can happen:

To avoid it you have to add 1 more line into your scripts to adjust it.
Add it right below the "map ..." line
Code:tcMod scale 0.25 0.0825 // scale the new texture to match the old situation if necessary
Best of luck,
Seven
PS: We are still hoping for your announced SoE compilation.
It suprises me a little bit that you jumped from SoE to AoP …
Leave a comment:
-
you do not need to rename the texturies inside the bsp , or change the bsp if you are using darkplaces.Originally posted by IronWarfare View PostExplain better, I'm an ignorant: I've renamed the textures inside the bsps, do you mean release a separate pack with newer bsp maps?
For example: If in the AOP bsp the original quake texture "city1_2" is called "cityaop1_2".
SO you just need.
create a folder called "scripts" in the aop folder (or another mod you want)
create a file (with notepad) called "textures.shader"
inside "textures.shader" you need to write this for
cityaop1_2 // the corrupted name in the aop´s bsp
{
{
map $lightmap
rgbGen identity
}
{
map textures/city1_2 // the original quake 1 name with the current location of the HD replacement
rgbgen lightingDiffuse
}
}
following this steps you can replace all the textures with new textures
Leave a comment:
-
lol. The question was "is what am I doing legal?" not "is there an alternative method?" or what have you.
Leave a comment:
-
Explain better, I'm an ignorant: I've renamed the textures inside the bsps, do you mean release a separate pack with newer bsp maps?Originally posted by nahuel View Postif you are using darkplaces , why do not just use script files instead rename all the textures in compiled bsp?
Leave a comment:
-
if you are using darkplaces , why do not just use script files instead rename all the textures in compiled bsp?Originally posted by IronWarfare View PostI've noticed that Abyss of Pandemonium uses many quake textures but with different names. I've renamed all the textures to match the original quake name, so it enables the high resolution textures. Can I put the updated version for download?
Leave a comment:

Leave a comment: