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Author Topic:   Mod tools, Treadmarks license
Lithium
Member
posted January 31, 2001 03:00 PM         
Just a quick question:

Does the Treadmarks license prevent users from distributing user-created
programs that can modify its data files, as in mod tools? Specifically,
I'm am talking about the .luv and .ved files.

I know you can create and add your own work using the Addons folder,
and I understand you can not distribute a modified Treadmarks data file.

But does the license specifically prevent the distribution of mod tools?

For example, you have a mod tool that can create data files that
Treadmarks can read. But, the same tool can be used to read Treakmark
data files, which means it can be used to modify them.

And if you distribute it, you have no way of knowing if the user is
going to use this tool to exclusively create their own work or to
modify Treadmarks data.

So where does the line cross?

[This message has been edited by Lithium (edited January 31, 2001).]

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LDATom
Administrator
posted February 01, 2001 03:03 AM            
As I recall (You'll need to check with Jim and read the liscense agreement to be sure) you can make tools to modify the data and distribute those tools. You can distribute the data with proper credit to LDA for the original works, and explain what things you have added / changed. You can create new data for use with the game and distribute it. If you charge for any of this stuff, you should contact LDA first to make sure there aren't any conflicts.

Tom

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Lithium
Member
posted February 01, 2001 04:13 PM         
Thanks, I have a mod tool that everyone might be interested in.

I took a little break from doing terrain, and I wrote a UV mapper
that can read/write LUV files. It took about 2-3 weeks to code
from scratch.

You can download it here and try it out:
http://www.geocities.com/uvmapper

It can do decal, planar, box, cylindrical, and spherical uv mapping,
but they are far from perfect so I still need to clean them up a bit.

It needs a lot of testing, so if you find any bugs, let me know.

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Dreamer (BWL/MG)
Member
posted February 01, 2001 05:14 PM            
HEY!

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Lithium
Member
posted February 01, 2001 07:40 PM         
If you have any suggestions to make it better or find something that
doesn't seem to work, let me know. I want to do a couple more things
to finish it off, like being able to save your preferences to a text
config file, and some other small things that need fixing.

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Rex R
Member
posted February 02, 2001 02:19 AM            
got some Qs fer ya does it support vertex shading? do you plan to include file support for .ase files? if I sent ya the file format for .prm files, would it be possible(or even likely) to include support for .prm files?

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Lithium
Member
posted February 02, 2001 02:38 AM         
Vertex shading:
I don't see how this relates to uv mapping, so I don't think so. My program
isn't a 3D modeler, it's a uv mapper and a uv coordinate editor. It doesn't
modify the loaded model in any way.

.ase, .prm:
Sure. But, more than likely, if I added any more file formats, then they
would only have read-only support, so at least you can get the data into
the program.

btw, what program out there reads and writes .prm files?
I might need a couple test files written by the original program,
along with the file format.

[This message has been edited by Lithium (edited February 02, 2001).]

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Rex R
Member
posted February 02, 2001 03:20 AM            
well lets see there is a plug-in for 3d max that allows you to write them, zmodeler can read/write .prms(but it drops the shading), and finally revolt reads them.
Re; ase. revolt editers(ppl not prog)have a no. of app.s that work on ase files. if your prog. doesn't mod the model data files then then I guess we'll skip .prm since the tex-coord.s are stored inside(come to think of it, its the same w/.3ds&.lwo files too) well if i can get to work for importing stuff into TM(tm) I'll be happy. thanks for the quick response.

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Dreamer (BWL/MG)
Member
posted February 02, 2001 05:22 AM            
Cool tool. Way cool tool. Thx, Lithium.

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Lithium
Member
posted February 02, 2001 01:50 PM         
RexR:
Well, if you try to save your model with my program, it only writes out
a minimal amount of data. Everything else was lost when the model was
initially read into my program. It would be nice to maintain all the
data that comes in and goes out, but since Treadmarks only uses Lightwave
files, this makes things a lot easier.

Dreamer (BWL/MG):
No problem.

I just updated the program and fixed some small bugs since my first post.
All the points resized themselves if you try to rotate something. And
fixed some other small things.

I'm still trying to figure out how I can detach those seams when doing
spherical and cylindrical mapping, but I think I'll get it working soon.


btw, is there an alternative download site to Zmodeler?

I'm trying to download zm099.zip from:
http://www.zmodeler.boom.ru/downloads.html

This is so slow and the link keeps dying on me.

[This message has been edited by Lithium (edited February 02, 2001).]

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Rex R
Member
posted February 03, 2001 02:03 AM            
I could mail it to you... one the other hand there is a mirror at les see http://smcars.nfscheats.com/zmodeler it may or may not be the very latest version(if I mailed it, it certainly wouldn't be)

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Lithium
Member
posted February 03, 2001 02:36 PM         
Got it! Thanks.

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