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neko_len

Query about seeking use permissions

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I recently got ArmA:CWA and have decided to try my hand at modding. I used to mod the original Ghost Recon, and have a question about permissions.

If I seek permission to use parts of someone else's work, but fail to contact, Is it permissible to use the resources, and make it so my mod requires said mod, and include the modder's name explicitly in the credits/readme? basically dont include the files in what i release, the user has to get the prereq mods his/herself.

Example from ghost recon:

say i make a mission set, and use textures and weapons from another modders work. the files do not get included in release, and so the player would have to have that mod, and have it activated, to use mine. This is how the GR community did it back in the day, and i want to know what the code of conduct is here.

On some mods ive noticed for OpFlash (vte for example), do it a bit different. Require certain files (like certian .pbo's) from the prereq mods, and the player has to get the prereq mod and copy files themselves. Is this permissible? Main reason i am curious about that one is to make my mod less cumbersome to use. Again, still not including the files, and very clearly credited in the readme.

If this has been asked before, and i did not notice, I apologize. I just want to be perfectly clear on etiquette here. I know the feeling of one's work being used sans permission, and it sucks

Thank you for your time.

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That's what the rules say: "No permission, no editing, no mirroring, no adding to your mod pack, no editing and sharing around your private squad, none of that is acceptable." - so, you can't redistribute or share anything by others if you don't have permission. When I started out here, I didn't know this also counted for other games - I used textures and sounds from HL2 and quickly noticed it's not just about other modders' work.

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Creating a mod that requires another mod is okay to do without permission as long as you are not violating the license to make your mod. For instance, reverse engineering a mod may not be permitted. If you wish to get around a license, you require permission from the original author.

I can't think of a situation under which creating a mission that requires a mod would not be OK.

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Thank you for the replies. Still in concept stage now,and have a friend who can model. Once i get a more solid idea, i will start trying to contact modders, and read the licenses I also plan to learn a bit of modeling, since before today i had no clue about O2. Again, thanks for the replies. This is stuff i like to know before even starting a project.

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I have never done BIS game modding myself, only Ghost Recon. For what I want to do, GR's engine has too many limitations. ArmA however has exactly what I need. Finding out the extent of tools available was a VERY pleasant surprise. Having a friend model weapons for me. He has never done game modding, I have zip experience with anything beyond skinning and scripting for GR. Basically this will be a learn as we go project. Planning on a "proof of concept" deal to learn stuff, like a single mission with maybe one or two new weapons. Then, if things go okay, on to mod proper. Is there a forum section here for WIPs? I would like testers to test during process, trying to break the missions, and get critique/tips on how to improve and/or fix.

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Back again, with another similar question. I have decided on setting for my mod. It will be taking places on a fictional, but still realistic (for the most part) world. The world I am using is madee by the folks in the Ace Combat squad I am in. One of the things they do involves their own nation states region. the nations that I am using are pretty equivalent to Japan and China. I found the Battle Over Hokkaido mod, and it is damn near perfect for what I need. Still need China type resources tho, I am looking at some of the VME stuff. Also ive found the WW4 mod+expansion is fitting for other forces in the mod.

Here is the question: while it seems to be okay to make your mod depend on mods you draw from, as long as you give credit, there is one bit i am unsure about. Being a fictional world, the flags on uniforms and poles would not work for this. I'd need to replace them. Is this kind of use okay, or is it better to actually try to make contact with the original modders? Second: is there any way to replace the flags on uniforms (especially BOH and WW4 soldiers/objects/items) without decompressing the PBO, finding the right files, changing them, and recompiling the units changed into a new pbo? Thanks again for your time.

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Here is the question: while it seems to be okay to make your mod depend on mods you draw from, as long as you give credit, there is one bit i am unsure about. Being a fictional world, the flags on uniforms and poles would not work for this. I'd need to replace them. Is this kind of use okay, or is it better to actually try to make contact with the original modders?

For this, if you change anything to their mod, you have to ask the author first (read their readme first, sometimes authors give clearance to reuse their work only be giving them credits).

Second: is there any way to replace the flags on uniforms (especially BOH and WW4 soldiers/objects/items) without decompressing the PBO, finding the right files, changing them, and recompiling the units changed into a new pbo? Thanks again for your time.

Yes, it may be possible but it depends on the mods (models must have named selections for the arm patch). Then, you'll only have to create a config file and pbo it.

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Thanks. Figured as much about permissions, However I find it best to ask anyway.

once i get more solid planning, I will possibly make a demo/proof of concept mission. Since I (and the rest of my team) are new to this, it will prolly take a while.

Off to contact the BOH and the VME teams.

Also, as a side query: is it possible to have actors of different factions in a single group, like a player group? For example: the player controlled unit being a mix of West and Resistance personnel?

Oddly, I like this editor far better than Ghost Recon's IGOR.ArmA:CWC editor may have very confusing parts (like removing and changing gear), overall it is much more flexible. I have not ran into a situation where i found out that the engine just cant do what I want. Speaking of editing: this is a easter egg I wanted to put in GR, but fond out the engine could not do it...I want to throw in a cute,fluffy bunny. with long, sharp and pointy teeth. Is this possible. Also on the re skinning front: is it permissible to reskin a stock ArmA:CWA vehicle? What I want to throw in, hidden away as a joke is this: take the Mi-17 "Hip", reskin it to white color and have the Pabst Blue Ribbon logo on it. File/vehicle name would be: "Mi Little Hipster"

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Also, as a side query: is it possible to have actors of different factions in a single group, like a player group? For example: the player controlled unit being a mix of West and Resistance personnel?

Yes it is, members of a group inherit their side from their leader's side. If you group the player (west soldier for ex.) with a resistance soldier, the latter will be recognized as west.

Also on the re skinning front: is it permissible to reskin a stock ArmA:CWA vehicle? What I want to throw in, hidden away as a joke is this: take the Mi-17 "Hip", reskin it to white color and have the Pabst Blue Ribbon logo on it. File/vehicle name would be: "Mi Little Hipster"

Sample models have been released by BIS and are widely reused by the modding community. For the non released models (who are still binarized), you can unbinarize them with some Tools (such as Odol explorer) but you'll have some problems using them (geometry lod must be redone, vertices are often doubled and must be merged, etc.).

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