-- [ Picked text/plain from multipart/alternative ] If you can setup the 'Search Path' for the game in gameinfo.txt, then it should be no diff. than using content from hl2/hl2mp/CSS. You shouldn't export/copy/paste the content into your mod though.
On 7/10/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Thats a big no. Rituals Content is not the property of Valve. > > On 7/10/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > > > Welp, now that hlcoders is working again, I'll re-post this. > > > > If the original post goes through, sorry. ;) > > > > > > Are we allowed to use SiN models in our hl2 mods? > > > > > > > > There's a couple weapon models I'd like to use for now in one of my > mods, > > plus some other props. I know that there are a number of hl2 props used > in > > sin, but ritual licensed the engine. > > > > Are we, as modders of hl2 itself, allowed to use any of ritual's > content, > > or > > has the licensing changed since hl1 > > > > > > -------------- > > -- omega > > Heroes of Excelsior > > http://www.heroesofexcelsior.com > > Blackened Interactive > > http://www.blackened-interactive.com > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ~skidz > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

