[U IX:R] Titans of Ether announcement?

Not about OpenMW? Just about Morrowind in general? Have some random babble? Kindly direct it here.
User avatar
AnyOldName3
Posts: 1087
Joined: 26 Nov 2015, 03:25

Re: [U IX:R] Titans of Ether announcement?

Post by AnyOldName3 » 22 Feb 2017, 18:39

I'm assuming CC-By-NA is a typo for either NC or SA, but it'd help to know which.
AnyOldName3, Master of Shadows

User avatar
psi29a
Posts: 4190
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: [U IX:R] Titans of Ether announcement?

Post by psi29a » 22 Feb 2017, 20:22

Apologies, corrected. It was CC-BY-NC "None-Commercial" that best matched his wishes. I'm waiting for clarification.

User avatar
ElderTroll
Posts: 494
Joined: 25 Jan 2012, 07:01

Re: [U IX:R] Titans of Ether announcement?

Post by ElderTroll » 08 Mar 2017, 05:40

This is exciting. Are there any plans to use assets in the Example Suite? Or to rename it and remove things related to the Ultima series and bundle it with the OpenMW? -
“A society grows great when old men plant trees whose shade they know they shall never sit in.”

User avatar
DestinedToDie
Posts: 1129
Joined: 29 Jun 2015, 09:08

Re: [U IX:R] Titans of Ether announcement?

Post by DestinedToDie » 08 Mar 2017, 06:54

I believe that was the plan and having these models is certainly better than having none. However the main guy who made the models for UIX made them with great liberty. A lot of them have redundant geometry and are high enough in polycount to be something you'd bake normal maps out of rather than put ingame. We could reduce the polycount on these, although doing so may take as much time as making the assets from scratch. Or we could use them as-is and suffer an fps drop from high poly models that look like low poly.

There were others who contributed to UIX and I understand Psi29a got some of their' permission. Those assets will probably make their way into Example Suite at some point.

User avatar
psi29a
Posts: 4190
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: [U IX:R] Titans of Ether announcement?

Post by psi29a » 08 Mar 2017, 09:42

To be clear, a lot of the models could use some cleaning. There are also a lot of files which broken references to textures or with textures embedded into the NIF. So while we have access to a lot of files to work with, we can't just drop them in place... but it does make our job a lot easier. :)

I've managed to track down and talk to many of the authors/creators/artists behind some of the content which is great. Some can't be reached, but left in their READMES of their mods what kind rights were reserved to the author and what could be done with their work. However there are still many files unaccounted for, including a lot of vegetation, rocks and landscaped meshes that apparently aren't in any mod I could find which is a pity, because without a source we don't want to take the risk of using them.

I'm about to make another release adds a lot of things.

I also got a clarification email from Creative Commons about what the difference is between CC-BY-NC and CC-BY-NC-SA. This is important because many assets, like those from Vurt, fall under the CC-BY-NC license.
psi29a wrote:Hello!

I've tried researching the differences in the two licenses but I'm
unable to get a direct answer to the questions I have. I was hoping
someone would be able to help.


CC-BY-NC allows for sharing and adaption but forbids commercial use.

CC-BY-NC-SA allows for sharing and adaption but forbids commercial
use, in addition to this any adaptions that are shared have to be
under the same license.


What I'm inferring from these two licenses is that an asset under the
CC-BY-NC can be adapted and that the derivative work can be
re-licensed. If it can be re-licensed, for example to CC-BY, thus
dropping the "NonCommercial" clause. The way to prevent this is
publish the asset under the CC-BY-NC-SA license.

Is this correct? If this is incorrect, how would I be able to enforce
the original asset as NC but still allow for derivatives to be
re-licensed as they see fit? Is that even possible?

Thank you for your time!

Cheers,
Bret
Sarah Hinchliff Pearson Senior Counsel, Creative Commons wrote:Hi Bret,

This is an excellent question, and it's one that touches on a fairly nuanced difference between the two licenses.

Technically speaking, the BY-NC license does not specify how adaptations must be licensed. However, it does require (1) that the original material always be subject to the original BY-NC license, and (2) that reusers, including adapters, not reuse the original material for commercial purposes. Therefore, while it is technically possible to adapt a BY-NC work and license it with a license that allows commercial use, that new license would only apply to the content added by the adapter, and the original work would still be licensed BY-NC. For that reason, we do not recommend the practice because it would set up downstream users to unknowingly violate the BY-NC license on the original work.

Here is an FAQ from the CC site that explains the idea a bit differently: https://creativecommons.org/faq/#if-i-d ... -can-i-use

The BY-NC-SA license, on the other hand, is more clear-cut. Under it, the original work and any adaptations must always be under the same license terms.

I hope this helps answer your questions.
best,
Sarah
---

Sarah Hinchliff Pearson
Senior Counsel, Creative Commons
This is a very tricky subject because it means that if any part of a mesh or texture is still in its original form, then that bit of 'original work' still falls under CC-BY-NC. The derivative work has to be 100% non-original before it can be re-licensed. This means a NIF mesh under CC-BY-NC that was modified for better UV-mapping is still 'as-a-whole' held to the CC-BY-NC for the bits not changed. If the entire mesh was changed, however, this meets the requirement of derivative work which can be re-licensed.

Had the original author of the mesh released their work under the CC-BY-NC-SA, then any modifications in part or in full would also have to be released under the same license.

User avatar
ElderTroll
Posts: 494
Joined: 25 Jan 2012, 07:01

Re: [U IX:R] Titans of Ether announcement?

Post by ElderTroll » 09 Mar 2017, 14:38

I see. The licensing issues seem annoying. I hope something good comes out of all the work you are putting into tracking people down and organizing things.

It might be useful if there was a quick and easy way to see in the OpenCS editor the license of assets. That way projects could filter them and see what assets still needed to be replaced in order to meet some ideological standard for the project. You could also have really mixed licensed projects that way. It would be silly to have a different license for one rock and another for a shrub.
“A society grows great when old men plant trees whose shade they know they shall never sit in.”

User avatar
psi29a
Posts: 4190
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: [U IX:R] Titans of Ether announcement?

Post by psi29a » 09 Mar 2017, 15:25

Not everything in there is CC-BY-NC or CC-BY-NC-SA, only a few like Vurt's trees for example.

I've already made an CSV file for everyone to view via Excel or LibreCalc:
https://github.com/OpenMW/UIX-R/blob/ma ... R.manifest

Just download (not raw view), it is about 1.8MiB in size.

Quite a bit of content is either CC0 (public domain) or CC-BY which is fantastic.

You can read about the people I've contacted here:
https://github.com/OpenMW/UIX-R/blob/master/README.md

Everyone I've talked to have been really supportive, I think they are influenced heavily with the work OpenMW has done. ;)

User avatar
psi29a
Posts: 4190
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: [U IX:R] Titans of Ether announcement?

Post by psi29a » 22 Mar 2017, 22:45

A month later and another release, this one with 3800+ additional assets. 8-)

https://github.com/OpenMW/UIX-R/release ... ets-le-1.3

I have to admit, I've met a lot of nice people while researching who did what. Most were very positive about OpenMW and even managed to get a few more involved in OpenMW as a result.

The modding community has a rich history and is really a tight-nit group.

User avatar
DestinedToDie
Posts: 1129
Joined: 29 Jun 2015, 09:08

Re: [U IX:R] Titans of Ether announcement?

Post by DestinedToDie » 23 Mar 2017, 08:10

When will we integrate them into the ES? Will I be working on it?

User avatar
psi29a
Posts: 4190
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: [U IX:R] Titans of Ether announcement?

Post by psi29a » 23 Mar 2017, 09:35

This project is purely for those that would like to re-use the assets used in the project for their own project (or mod).

I'm not pushing for their inclusion into the ES.

From my point of view, if we need to create something we can always look at the UIX:R LE to see if there are assets already available for us. If there are, do we look at it as an example or can we use it directly? Do we need to modify it? That is why I make the Manifest to help figure out who made it and in what way we are allowed to use it. :)

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests