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Pak0.pak and Pak1.pak using OpenQuartz, id Map Sources
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Sun Jun 03, 2007 10:43 am    Post subject: Reply with quote

CocoT wrote:
Tei! Very Happy


CocoT!

Very HappyD

Hi!
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Sat Jun 30, 2007 6:34 pm    Post subject: Reply with quote

Up2nOgOoD[ROCK] wrote:
ALL of our textures and models are 100% (read: COMPLETELY) from scratch.


Taken straight from our FAQ:

7. Can I use the textures for commercial as well as non-commercial usage?
The textures are made from scratch and are in no way copyrighted. You are completely free to use the textures we make in any way, shape, or form. However if you use these textures in any way, even as a base, you MUST mention the URL and name of this project and our Team in the credits. No exceptions.


I don't see ANY way you can claim they are from scratch, they are pixel for pixel identical. Just like Starbuck's debase textures, but at least he admits to basing them directly on the original textures.

Furthermore you can not embed such textures in a bsp file because the license you state on the website is not GPL compatible (and note: the popular Creative Commons licenses are NOT GPL compatible either).

The only way to make from scratch textures is to paint them or model them (which looks a LOT better in practice, believe me) with only memories of Quake as guide, or at most a screenshot for comparison, no pixel copying allowed, no eye dropper sampling of colors, no original texture as a background layer, none of that nonsense, it must be made from scratch based on memory/perception alone.

There is nothing confusing about this, it is completely straightforward - you violate copyright if you copy.
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Sat Jun 30, 2007 6:52 pm    Post subject: Reply with quote

I think one major point of confusion in the QRP and similar projects is the audience, there are three completely different opinions in the quake community:

  • The purists - these users will only tolerate replacement content if it is pixel for pixel identical when viewed at a distance (such as Starbuck's debase textures), if you so much as change the fur color on the Shambler they will get upset. They want the game to look exactly the same, just higher resolution.
  • The experimenters - these users are perfectly happy with replacement content as long as it represents a consistent theme, in other words they are happy with brick replacements as long as they don't look bad alongside the wood replacements, metal replacements, etc. In essence they just want the game to look better, and not necessarily the same.
  • The advantage-seekers - these users don't care about themes, and have little to no taste in graphics, they only care that they can recognize an enemy player a few milliseconds faster, to give them an 'edge', they want larger blood particles that linger in the air to tell them they hit someone, and other such playing aids. In essence they just want to win, and don't care if it looks like a circus.


I'm in the experimenters category, I think a lot of others are too (Baker for example).

QRP seems to be attempting to cater only to the purists category, and there is absolutely no way to cater to that category without directly infringing copyrights.

Additionally, the purists seem quite happy with the stock Quake content, so it may not be meaningful to cater to the purists.

The QRP should cater only to the experimenters, as QE1M1 and QE1 projects did before it became QRP and completely dropped the ball on this.

Offering both purist and experimenter packs would work as well, as long as the experimenter pack truly is from scratch.
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