Prydon Gate's models
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Prydon Gate's models
Hi there,
Just wondering what sort of licence prydon gate was made under... I was looking to use a couple of the models in a mod of my own, but upon reading the readme it appears that the models are made by a range of people, who do I need to ask regarding permission to use them in my project?
Cheers,
Mike
Just wondering what sort of licence prydon gate was made under... I was looking to use a couple of the models in a mod of my own, but upon reading the readme it appears that the models are made by a range of people, who do I need to ask regarding permission to use them in my project?
Cheers,
Mike
- MichaelSteve
- Posts: 4
- Joined: Tue Mar 16, 2010 9:49 am
hey why dont you just learn how to model? we have quite a few tutorials just here on the forums. making swords,clubs, and similar things are actually really easy.
and compiling a quake model only seems hard at first , its more tedious than hard.
and compiling a quake model only seems hard at first , its more tedious than hard.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Prydon's models are all mostly scavenged and derivative of copyrighted work (for example, QUAKE GUY'S FACE ON EVERYONE and the white knight skin, and so on) so obtaining permissions will be hard for you. This is why the readme was like "don't bother stealing ok" in the end.
Chillo however I think did most of the weapon models and Preach did some of the new monsters.
If this is for a GPL project, you might as well forget about it. The sources to the models are probably all lost and probably require a non-Free program to use (qME and its .mdo files)
I wanted to redo all the models to be optimal, memory consumptive and a new palette at one point. Maybe I can still do that now?
Chillo however I think did most of the weapon models and Preach did some of the new monsters.
If this is for a GPL project, you might as well forget about it. The sources to the models are probably all lost and probably require a non-Free program to use (qME and its .mdo files)
I wanted to redo all the models to be optimal, memory consumptive and a new palette at one point. Maybe I can still do that now?
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
I think I can speak for all the original model authors that contributed in saying go ahead and use the Prydon Gate models if you want. Just don't misrepresent where you got them from.
I of course cannot speak for the models included from ELF's TDA episode, most of which are conversions from commercial games. The core Prydon models were originally conversions but I made an effort to replace them all with legal models. Chillo deserves most of the credit, having made nearly all the weapon and character models.
I of course cannot speak for the models included from ELF's TDA episode, most of which are conversions from commercial games. The core Prydon models were originally conversions but I made an effort to replace them all with legal models. Chillo deserves most of the credit, having made nearly all the weapon and character models.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
leileilol wrote:Prydon's models are all mostly scavenged and derivative of copyrighted work (for example, QUAKE GUY'S FACE ON EVERYONE and the white knight skin, and so on)
In older versions, yes. The final release had the player and bandits replaced with an original model by Chillo. I had forgotten about the horrible Archmage/Fantasy Quake npcs strewn about, but neither of them use Quake skins as a base. So I'm not sure what you're talking about with Quake guy's face.
If this is for a GPL project, you might as well forget about it. The sources to the models are probably all lost and probably require a non-Free program to use (qME and its .mdo files)
Well yeah, if this is for a GPL project you should be a bit more conservative where you get your models and the mess that is Prydon isn't worth pursuing.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
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