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Posted

The license doesn't look so good. It's aimed at commerical products. Here's one sentence of it:

 

...Licensee guarantees that the resources will be distributed in a format, and with their customers understanding, that the Licensee's Customers cannot and will not separate these licensed resources from the Software Package obtained from the Licensee...
Posted

Perhaps demagogue can look at this.

 

angua's quote (to me) simply says that if we distribute these textures in TDM, players can't rebundle them and distribute them separately. That sounds reasonable.

 

But I'm no lawyer.

Posted

Adding things to TDM wich aren't under the license that TDM is under is always a huge problem, because you suddenly need to have two sep. asset bases in one package where each file is listed to belong to one or the other license. That is if both licenses actually allow to ship things together.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted
Ok thanks for the responses. I guess the best way is to just make my own textures....maybe with gimp or camera. What size/resolution would br good?

Having made some textures just recently I would say 2048*2048 as a minimum, our wiki mentions res as low as 1024*1024, but I suggets only going that low if the source image is of very high or photographic quality.

bhm_banner.jpg

Posted

None of our textures are 2048x2048, and I'd shudder to think of the mod size if they were. Anything larger than 1024x1024 should be used sparingly.

Posted
None of our textures are 2048x2048, and I'd shudder to think of the mod size if they were. Anything larger than 1024x1024 should be used sparingly.

Ah ok, this would suggest the sources images I worked with a while back were of poor quality then it seems.

bhm_banner.jpg

Posted

your screen only can show off 72dpi, so anything above this will make the texture larger in size to be able to show all the "dots"

so a 256x256 with 72 dpi will not be enough for high definition, but a 256x256 in 300 dpi sure will

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

Pixels are pixels. End of. A 512 x 512 image on a monitor is exactly the same at 72DPI or 300DPI for all intents and purposes. It only really relates to how large it will appear when sent to a printer.

 

Try it yourself. Change the DPI of an image in Photoshop (or GIMP) without re-sampling it... exactly the same image.

Posted
Did you save them as powers of 2?

where the original image file was square then yes, where the images were rectangular as in 1024 x 512 or 2048 x 1024 then no? or is that still considered 'po2'

bhm_banner.jpg

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