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Author Topic: Question on GPL Compliance  (Read 5162 times)
grant
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« on: March 21, 2010, 12:13:57 PM »

I'm familiar with the GPL, but I'm not exactly sure what counts as 'source' for art and models.

I wrote a silly chess app that uses quake 3 models for the graphics:

http://www.grant-olson.net/ocaml/chess-iii-arena

Of course for people to be able to use it, they need the existing q3a .pak files.

I just found out about openArena (which is awesome BTW) and went to work porting the models into my code.  Now I have enough to distribute a stand-alone game.

Right now I have both a windows executable and a source distribution.  I'm using some openarena md3's and tga files.  I've got the openarena license and credit files in both distributions.  I guess what I'm unclear on, what's the 'source' for an MP3?  Is just having the md3's with your license good enough?  Or do I need a separate source package with some other sort of file?

Thanks,

Grant
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andrewj
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« Reply #1 on: March 21, 2010, 07:12:26 PM »

As a programmer myself, I think simply including the md3s and skin images is sufficient.

You can also include a link to OpenArena's SVN repository, which has some blender files which the md3s are created from.  While you could include these .blend files in your source package, I reckon that would be overkill (and make it a lot bigger too).
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grant
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« Reply #2 on: March 23, 2010, 12:29:24 PM »

Thanks.  But that sounds to me like I'd need to provide a package with the .blender files to be in strict compliance.  Could anyone tell me where these are in the source tree?
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andrewj
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« Reply #3 on: March 23, 2010, 06:53:50 PM »

Here:
http://openarena.ws/svn/source/assets/models/
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