Using original graphics for an addon


(xdjenkins) #1

Hello.

I am trying to do small addon/mod for W:ET that shows icons above head for specified voicechats, the problem is that I don’t know if it’s legal to use and modify graphics that comes with pak0.pk3 for my addon.
I am not too good with understanding of license but I think that it’s ok to use them based on this:

2.	Permitted New Creations.  Subject to the terms and provisions of this Agreement and so long as you fully comply at all times with this Agreement, ID grants to you the non-exclusive and limited right to create for the Software (except any Software code) your own modifications (the "New Creations") that shall operate only with the Software (but not any demo, test or other version of the Software).  [B][U]You may include within the New Creations certain textures and other images (the "Software Images") from the Software.[/U][/B]

I just want to make sure that I am right. Of course there is going to be an info.txt wich will cleary say that I used original graphics.

Thank you.


(Berzerkr) #2

If you use stuff from the pak0.pk3 for an W:ET-addon, I don’t see any problem.


(xdjenkins) #3

Thanks for reply :smiley: Is there any chance that you would post it to wolfmap.de if I’ll send you link ?


(Nail) #4

I’ll mirror it on www.enemy-territory.com for you as well if you like


(Berzerkr) #5

Send Nail and me the link if your mod is done. :slight_smile:
Don’t forget the readme and a few screenshots.


(kamikazee) #6

Just one thing: don’t keep the original resource name / path if you modify any resources and the “mod” does not run in its own folder (like e.g. ETPro).
If you would keep the name / path the same and put the add-on inside etmain, all other maps supposedly using the resource from pak0.pk3 will use the new texture. This may result in strange behaviour for map makers and for players.


(xdjenkins) #7

I’ve sent you pm with link :smiley:

Thanks for a warning kamikazee, I’ll remember about that.


(Nail) #8

mirrored here:
http://ftp.freenet.de/pub/4players/hosted/et/mods/emot02a.zip


(xdjenkins) #9

Thanks :smiley:

Are you going to support me with release of next versions ?


(Nail) #10

absolutely, just let me know


(twt_thunder) #11

i’ll put in our downloads :slight_smile:


(Nail) #12

link updated to latest version:
http://ftp.freenet.de/pub/4players/hosted/et/mods/emot02a.zip


(xdjenkins) #13

I found a way to make icons animated but I just don’t have any use for it. Maybe you guys got some ideas?


(IndyJones) #14

well… maybe blinking icon?


(xdjenkins) #15

Yes that’s an option. I did a simple ‘fade in-fade out’ animation of yellow triangle with ‘!’ inside [ Similar to this: http://splashdamage.com/forums/images/icons/icon4.gif ] for “Incoming!” vsay. The problem is that animation can be only 8 frames long so in order to make it smooth fade it needs to play at fast speed wich IMO could be pretty annoying to see in-game later. In that case blinking seems to be better. I am also thinking about lighting differences. Any more ideas :smiley: ?


(Pande) #16

heres a better idea:

6.3.3 rgbGen wave <func> <base> <amp> <phase> <freq>
Colors are generated using the specified waveform. An affected texture with become darker and lighter, but will not change hue. Hue stays constant. Note that the rgb values for color will not go below 0 (black) or above 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth.

<func> Wave forms and their effects:

  Sin: color flows smoothly through changes.
  Triangle: color changes at a constant rate and spends no appreciable time at peaks and valleys.
  Square: color alternates instantly between its peak and valley values.
  Sawtooth: With a positive frequency value, the color changes at a constant rate to the peak then instantly drops to its valley value.
  Inversesawtooth: An inverse sawtooth wave will reverse this, making the ascent immediate (like a square wave) and the decay fall off like a triangle wave.

<base> Baseline value. The initial RGB formula of a color (normalilzed.
<amp> Amplitude. This is the degree of change from the baseline value. In some cases you will want values outside the 0.0 to 1.0 range, but it will induce clamping (holding at the maximum or minimum value for a time period) instead of continuous change.
<phase> See the explanation for phase under the waveforms heading of Key Concepts.
<freq> Frequency. This is a value (NOT normalized) that indicates peaks per second.

Taken from heppler.com/shader

A line like this would be satisfactory for you I imagine.

rgbGen wave sin 1 0.3 1 0.9

That will be super smooth, rather than using 8 animaps.


(xdjenkins) #17

Thanks a lot Pande. I am not sure why but for some reason I had to change it to alphaGen in order to make it work. I also modified values to 1 1 1 0.5 as it’s something what I need [disappear <-> appear].