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Decals for Q3A - Rust, ... ?
https://www.quake3world.com/forum/viewtopic.php?f=10&t=41613
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Author:  AEon [ 11-20-2009 07:20 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

Alas only yours and those I created for AEcell... so far.

One could "go into" all the maps out there, ask the folks for permission and collect all the decals plus shaders into one convenient pack, sorted by decal theme.

Author:  sock [ 11-20-2009 09:31 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

I recently registered with cgtextures and they do have a license agreement and a FAQ. If you use CGtexture resources (regardless of how much you modify them) you have to be careful how you distribute them.

FAQ: http://www.cgtextures.com/content.php?action=faq
License: http://www.cgtextures.com/content.php?action=license

Things to take note on: (from the FAQ page)

I've used some of the textures to create a map for a computer game. Can I distribute this map?
Yes, if the textures are used in the map you are allowed bundle them and distribute it as a package.
Please add the following text in the documentation of the map:

"One or more textures on this map have been created with images from CGTextures.com. These images may not be redistributed by default, please visit http://www.cgtextures.com for more information."

Can I put some of your textures on my own website?
Redistribution of the textures by itself is not allowed. Please keep the textures in one place (this site). That way everybody knows where they come from and what the license terms are.

You can re-distribute the decal textures if they are part of something but you cannot just simply collect them into one big pak file and distribute them seperate. If you make a huge decal collection including stuff from CGTextures then you will be breaking their license agreement.

Do these textures fall under an Open Source license?
No. These textures fall under the CGTextures License.

Can I use these textures in my Open Source (Creative Commons, GPL, etc) project?
No, unfortunately the textures cannot be used in Open Source projects because the licenses are not compatible. Allmost all Open Source licenses allow redistribution of the materials, which is not allowed for these textures.

Most of the mapping/mod world is CC or GPL license, so this is bad news for a lot of MODs that might want to use these assets because you cannot re-distribute them with another license. :tear:

Author:  AEon [ 11-20-2009 10:49 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

Sock,
thanks for clearing this up. Ironic... I always had a bad feeling about textures from "other" sources, and now it's clear why.

I had not planned to actually directly use their textures at all. But modified textures also seem to be problematic (i.e. used as source material). That would specifically mean some (most?) of Tabun's decals are problematic :(.

At least we can use them in maps, but will need to add the "credit" text .

Author:  Tabun [ 11-20-2009 10:58 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

Looks to me like it's only problematic for mod teams and professional developers. Those should have access to their own dev. databases and resource kits anyway.

I'm used to people stealing just about everything I've ever done for Generations Arena, whereas people seem to be very conscientious about the material I am sharing (even if it is with use of licensed resources). Odd. :]

Author:  cityy [ 12-20-2009 10:45 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

I just started looking into these textures. Wroks pretty well on floors for me but can you also use these decals on walls? I am sure AEon did it - that means there is something I am not getting right here... :owned:

Thats what I did:



I coverd the brush with the nowdraw texture and the "wall-side" with the decal texture - the ingame result looks like I would look into the skybox.

Author:  Hipshot [ 12-20-2009 10:53 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

You can use them on any angle.
Though, why you would wanna place it like that, I don't understand...

Author:  AEon [ 12-20-2009 10:56 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

What you will want to do with walls:
  • Create a wall (brush), cover it with some "base" texture... e.g. crete.

  • Create a detail brush, all sides, but the "top" face with nodraw, then place it on the wall, covering as much as you want to cover with the decal.

    Alternative... you could also use a simple patch mesh, and place the decal on that (Note this requires avoiding sparklies though).

  • Adjust the alignment, e.g. Shift+B to fit the texture.

My guess is you are using a decal on a caulk textured brush, and since the decal normally does not cover the wall completely - it is partially transparent after all - you are seeing into the void.

Note: Decals work more or less well in-editor. So in-editor the texture may be black/non-transparent, but in-game it will be transparent. GTKradiant v1.4 is pretty good in this respect, v1.5 is really bad at showing transparency and decal previews.

Author:  cityy [ 12-20-2009 11:00 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

I just want to make the wall look dirtäy :cool:



Thats what it looks like in game. What am I doing wrong?

Edit:

Quote:
Create a detail brush, all sides, but the "top" face with nodraw, then place it on the wall, covering as much as you want to cover with the decal.


Thats what I did - doesnt work :S

Author:  InsaneKid [ 12-20-2009 11:35 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

lay ur decal thin over the wall
(texturize the surface of the nodrawBrush as usual).

Image

like a sticker! or a washable tattoo!

Author:  cityy [ 12-20-2009 11:39 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

Ok, I got it. Same method as before but now it works (Oo ?????). Don't ask me how I did that...

btw: Tabun, thank you for sharing your textures =)

Author:  CZghost [ 12-15-2018 05:44 AM ]
Post subject:  Re: Decals for Q3A - Rust, ... ?

Sorry for reviving dead topic, but I'm speaking to tabun:
Can you make your decal textures hi-res? :) I mean, again go to sources, but this time try to make it larger and more detailed - sure I can do it on my own, but without knowing the sources, I could do only few of them (especially blood splatters). I don't say that the old decal set is bad, just it needs a little bit of upgrade, in age of hi-res textures :D

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