WorldCraft EULA
by Ron Yacketta · in Artist Corner · 04/02/2002 (12:46 pm) · 9 replies
After reading some of the posts flying around about WC, I took it upon myself (not directed/guided by anyone at GG) to get the correct info from the horses mouth (per say)
What I found:
if you are creating maps that are not being used for HL or a HL MOD you must switch to Quark (as was suggested in another thread) or another GPL (free) type map creator.
Under the WC EULA, WC (any version) is only to be used to make maps for Half-Life and Half-Life MODS, they do (on occasion) offer Comerical License (which would more than likely be a nice chunk of change).
Regards,
Ron
What I found:
if you are creating maps that are not being used for HL or a HL MOD you must switch to Quark (as was suggested in another thread) or another GPL (free) type map creator.
Under the WC EULA, WC (any version) is only to be used to make maps for Half-Life and Half-Life MODS, they do (on occasion) offer Comerical License (which would more than likely be a nice chunk of change).
Regards,
Ron
#2
04/02/2002 (2:00 pm)
That might be true harold, but I am not one that would like to question it. I asked and what I posted iswhat was given in reply, if you or anyone else wish to continue to use WC 3.3 or earlier versions have at it.
#3
04/02/2002 (2:04 pm)
Did Dynamix purchase a license to use it in Tribes ?
#4
Lately, we have been recommending Quark anyway, and this is just the final reason not to even mention Worldcraft any more. We will need to change some doco and web links over the next couple of weeks. I'm aure glad Desmond Fletcher paved the way:)
Jeff Tunnell GG
04/02/2002 (4:44 pm)
There was no need to purchase a license. We were simply compatible with a file format. This new wrinkle in their EULA evidently came about with the release of Hammer.Lately, we have been recommending Quark anyway, and this is just the final reason not to even mention Worldcraft any more. We will need to change some doco and web links over the next couple of weeks. I'm aure glad Desmond Fletcher paved the way:)
Jeff Tunnell GG
#5
If someone could post a procedural (step-by-step) guide that makes no assumptions, someone as simple as me might actually be able to install it...
04/02/2002 (4:51 pm)
Just wish I could get Quark4Torque to install and work. :-(If someone could post a procedural (step-by-step) guide that makes no assumptions, someone as simple as me might actually be able to install it...
#6
down load q4t at
the quark4torque site
extracted it to my F: drive
look for the file called Setup.qrk in F:\torque_maps\quark4torque
the find all the path references for torque and change the hard drive letters to match yours like so
Torque:config =
{
Directory = "F:\torque_maps\torque"
BuildPgm1 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm2 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm3 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm4 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm5 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm6 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm9 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
AddOns = "DataTorque.qrk"$0D"UserData Torque.qrk"$0D"sample.qrk"$0D"roun"
"dstuff.qrk"$0D"moretextures.qrk"$0D"textures2.qrk"$0D"planet.qrk"
}
i think thats all there was to it (and if you extract it to the c: drive, it should work with out editing the setup.qrk
]EDIT
run the minipy15b.exe before running quark (not sure what its for [/edit]
then a quick test :
run quark, click games in the tool bar and make sure you have torque selected, then next to it is a new torque map icon, click it
you will see a default building , now up on that tool bar click torque, then click export220map/BuildHighDetailDif
the new map and dif will be in F:\torque_maps\torque\tmpQuArK\maps,
and the textures for that map will be in F:\torque_maps\torque\tmpQuArK\textures
remember i installed to my f: drive (F:\torque_maps)
now create a new folder in your interiors directory
(mine is, F:\1Torque\example\fps\data\interiors)
and cut and paste the new map, dif, and textures in that folder so as to keep them all to gether (in case you want to share:))
if you want to change the name of the map/dif just "save as" yournewname.
04/03/2002 (1:43 am)
heres a step by step well what i did anyways, down load q4t at
the quark4torque site
extracted it to my F: drive
look for the file called Setup.qrk in F:\torque_maps\quark4torque
the find all the path references for torque and change the hard drive letters to match yours like so
Torque:config =
{
Directory = "F:\torque_maps\torque"
BuildPgm1 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm2 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm3 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm4 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm5 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm6 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
BuildPgm9 = "F:\torque_maps\torque\tmpQuArK\map2dif_DEBUG.exe"
AddOns = "DataTorque.qrk"$0D"UserData Torque.qrk"$0D"sample.qrk"$0D"roun"
"dstuff.qrk"$0D"moretextures.qrk"$0D"textures2.qrk"$0D"planet.qrk"
}
i think thats all there was to it (and if you extract it to the c: drive, it should work with out editing the setup.qrk
]EDIT
run the minipy15b.exe before running quark (not sure what its for [/edit]
then a quick test :
run quark, click games in the tool bar and make sure you have torque selected, then next to it is a new torque map icon, click it
you will see a default building , now up on that tool bar click torque, then click export220map/BuildHighDetailDif
the new map and dif will be in F:\torque_maps\torque\tmpQuArK\maps,
and the textures for that map will be in F:\torque_maps\torque\tmpQuArK\textures
remember i installed to my f: drive (F:\torque_maps)
now create a new folder in your interiors directory
(mine is, F:\1Torque\example\fps\data\interiors)
and cut and paste the new map, dif, and textures in that folder so as to keep them all to gether (in case you want to share:))
if you want to change the name of the map/dif just "save as" yournewname.
#7
04/03/2002 (6:16 am)
Thanks Gary. I don't use a structure like that, and so I've tried in the past to install it in my own directory structure, and update the configuration from within Quark, with no success. I'll try again using your technique.
#8
First, it there a way to get objects out of Max and into Quark and then into the game the way that we were using Worldcraft to get Max objects in game.
Second, I'm not sure if it's just me but I get no lighting in any viewport I use in Quark. I can put a big ol' red blinking light right in the middle of the room and it won't show up in the Quark 3D window. It just keeps the same default lights. I can export it to the game and the red light shows up fine, but it is going to be hard for us to get lighting just the way we want it if we have to export it out to the game every time we want to see every little change. Maybe I'm the only one with this problem.
04/03/2002 (6:20 am)
Since it looks like we will have to use Quark (I liked Quark better anyway) and not Worldcraft I was wondering about 2 things. First, it there a way to get objects out of Max and into Quark and then into the game the way that we were using Worldcraft to get Max objects in game.
Second, I'm not sure if it's just me but I get no lighting in any viewport I use in Quark. I can put a big ol' red blinking light right in the middle of the room and it won't show up in the Quark 3D window. It just keeps the same default lights. I can export it to the game and the red light shows up fine, but it is going to be hard for us to get lighting just the way we want it if we have to export it out to the game every time we want to see every little change. Maybe I'm the only one with this problem.
#9
as for max ,,, im not sure on that either
04/03/2002 (7:15 am)
well i know the lights work (at least the one in the defualt building does) cuz when you build it and put in in the game the lighting is dark , i dont know how to set it up yet but when i figger it out i will tell youas for max ,,, im not sure on that either
Torque Owner Harold "LabRat" Brown
The only legal notice it contains is the following:
=-=-=-=-=-=-
Legal notices
-------------
Worldcraft is a trademark of Valve L.L.C., copyright 1996-2000, all rights reserved.
Under no circumstances will Valve Software be liable for any damages
or losses arising from the use or misuse of this software. If you use
this software, you agree to these terms.
=-=-=-=-=-=-
To prevent you from using the output of Worldcraft 3.3 ,as you see fit, they would have needed to include a license agreement or other legal notice informing you of the limitations. (IANAL)