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Burg, Deathball Desert, Sector T3D, and Pacific Demo License Restrictions...

by Quinton Delpeche · in Torque 3D Professional · 10/29/2013 (10:53 pm) · 9 replies

Can't really seem to get a definitive answer on this and I have tried several searches.

What are the license restrictions on these if I am a T3D 1.2 license holder?

Could I for instance use the Bunkers from Deathball Desert or the Flying Cars from Sector T3D in a game ... probably only as placeholder art ... but dependent on finances maybe in the released product.

Just curious. Thanks.

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Gobbo Games is an Independent Games Development company operating from Durban in South Africa. We believe in creating high-quality cost-effective games that remain true to the belief of Independent Game Developers around the world.


#1
10/30/2013 (6:56 am)
Quinton, all of the art assets in 1.2 can be used freely under that license. Have at 'em!
#2
10/30/2013 (7:08 am)
Sweet ... just trawled through about 500 posts in about 6 different threads to eventually come to that conclusion. :)

Steve Acaster:
Quote:Just to recap, anything in MIT is useable Open Source. Anything that you have previously bought/licensed is useable under that commercial license.

Thanks again for the clarification ... much appreciated.
#3
10/30/2013 (8:30 am)
Those art assets are not part of the MIT license, however. This has been covered a few times, I'll try to find the threads.
#4
10/30/2013 (8:35 am)
I understand that ... they are covered by my commercial license of the product ... so as long as I keep them in binary format and not include the source then I am covered ... well that is how I understand it.

And from what I understand the MIT license is primarily focussed on the Source Code and Script Code ... so I think I am covered as long as I adhere to the commercial licenses for the other assets. :)
#5
10/30/2013 (8:44 am)
Yeah, I misunderstood your last quote. :)
#6
10/30/2013 (9:43 am)
Just to add some officialness, your understanding is correct. You can make use of assets in your game that were provided in previous engine releases if you are a commercial licensee of that engine/version.
#7
10/30/2013 (10:34 am)
@Scott: Thanks for the "officialness" stamp of approval. :)
#8
10/30/2013 (3:34 pm)
I am curious what about the FPS example? is that free assets under MIT still cause I know that was mostly for 1.2 when it was created.
#9
10/30/2013 (8:23 pm)
I think the most simple answer is as follows.

Anything downloaded from here: https://github.com/GarageGames ... is released under MIT.

Anything purchased from here: http://www.garagegames.com ... is managed by the relevant license for those specific items.


So in essence you can do what I am doing. Using Torque 3D MIT for the main game with various assets purchased with Torque 3D 1.2 and others from the Garage Games store ensuring I don't breach those licenses.