Hi-Res Doom 2 Sprites Team Assembly

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What size of resizing method should we use to build our new Hi-Res Sprites with?

Poll ended at Wed Apr 25, 2007 3:56 pm

2x... Sprites will get finished quicker, but would not display the quaility of 4x
12
25%
4x... Sprites will take much longer to process, but will have the vivid clarity both @ distances and up-close.
36
75%
 
Total votes: 48

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Nash
 
 
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Post by Nash »

Some of the technical statements in that letter are wrong.
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Post by NiGHTMARE »

What makes you think resizing sprites from doom(2).wad is any different than creating variants based on them, as literally hundreds of other projects do? The same would also apply to textures, and I'd say there's well over a thousand wads out there with Doom(2) textures in them, modified or not.
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mac53
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Post by mac53 »

Nash wrote:Some of the technical statements in that letter are wrong.
I wrote it the best way I understood it.
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Post by mac53 »

Risen wrote:It's not necessary to gain permission this way. It's already been given to you by Doom's EULA.
Please, elaborate.
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Risen
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Post by Risen »

The agreement states that you may directly modify and redistribute content from the original game, provided that content can only be used with the original game. This is exactly what you are doing.
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Post by mac53 »

Risen wrote:The agreement states that you may directly modify and redistribute content from the original game, provided that content can only be used with the original game. This is exactly what you are doing.

Do you know where I can find this agrrement?
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Post by Risen »

If you own Doom legally, you've seen a copy before. It's either in the box or included on the installation media (possibly both), depending on the distribution you have. You've agreed to it in order to play the game.

The text of the agreement appears to be reproduced here, though it's not an official document: http://cres1.lancs.ac.uk/~esasb1/doom/license.html

In personal contact from Id, I've been given several important clarifications on the agreement:

1) "Maps" is taken to mean all content within Doom's WAD, and adding additional new content to your own projects is permitted.

2) Modification of original resources is permissable "so long as the modification only works with the game it modifies and requires the use of the original game to operate."

3) Content can't be made available for other games: "DOOM content should not be made available for DOOM II, etc."

Therefore, a project which modifies the original resources and releases them only for the game it modifies is considered a permitted derivative work. Isn't that what you are doing?
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Post by mac53 »

Thank you very much, Risen...

Now, whether Id gets back to me or not from the email I sent them... I don't care.

This is an issue that rose up since I initiated the idea and has chewed on me. Not anymore.

Most folks in the Community now knows that I attempted contact to Id with this inquiry and by doing so, I now have my team covered.


My thanks goes out to Risen for his assistance and of course.... to Zdoom.
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Post by mac53 »

I just caught these two posts over at "Newdoom"
Ajapted wrote:The EULA certainly does not give you permission to distribute id's sprites.

Edit: maybe it's true that id software wouldn't care too much about this, but don't be fooled into thinking this is legal. Plus you will be distributing every sprite, which to my mind makes this more serious than your "average mod" with a few modified graphics.
Dutch Devil wrote:So the entire monster recource wad is illigal as well apart from the ones that were made from scratch.
I can't win... no matter what, this issue is not going to be laid to rest. >:(
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Post by NiGHTMARE »

Ajapted is wrong.
The Doom license wrote:Notwithstanding the foregoing, you may create a map editor, modify maps and make your own maps (collectively referenced as the "Permitted Derivative Works") for the Software. You may not sell or distribute any Permitted Derivative Works but you may exchange the Permitted Derivative Works at no charge amongst other end-users
As Risen said, ID Software have themselves clarified that 'maps' actually means any type of data (graphics, sounds, music, etc). So "Permitted Derivative Works" includes modified sprites.

If this weren't the case, then the license wouldn't permit us to add anything other than new levels to the Doom .wad format; not only would all .wads which contain anything other than new levels be illegal (even if such content is 100% your creation), but any utility that allows us to add such data to .wads (e.g. NWT, WinTex, XWE, SlumpED, etc) would also be illegal
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Post by mac53 »

Response Received from Todd Hollenshead, C.E.O., Id Software.

http://dooming.21.forumer.com/viewtopic.php?p=135#135


Scroll down to "News Flash"
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Post by mac53 »

Now that my project has the proper permission thus making it legal...

I am recruiting for team members. Right now, we have only four and would like to see at least 10-15 members. Come on guys and gals, let's make this work. :cheers: :thumb:

http://dooming.21.forumer.com/




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protojo
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Post by protojo »

bump
here is some excellent tools for resizing 2x, 3x and 4x which strikerman780 suggested.
http://www.hiend3d.com/demos.html
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Post by HotWax »

protojo wrote:bump
here is some excellent tools for resizing 2x, 3x and 4x which strikerman780 suggested.
http://www.hiend3d.com/demos.html
All those tools do is blow up the image and then smooth it out without adding any additional details. That's not what the aim of this project was.
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Post by skadoomer »

Still, in example 3 the hq4x filter at least gives a base that can be built upon for additional shading. It would be a good 4x base to start from given the ranging abilities of some of the past artists to smooth out pixels, however i think these efforts are too little too late for this project.
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