Actually, as far as i remember, there are a lot of props from HL2 into CS:S,
some into L4D even. But that doesn't make them "public". I believe that
Valve would not care if you modify or use some of the assets of their games
on a mod for their games, but since i can't be sure about this, you would
need, as others saids, to talk to the developers from Valve.

2009/5/14 Saul Rennison <[email protected]>

> L4D is derived from CS:S code-wise and asset-wise. There are cs_assault,
> de_nuke, etc. props in the L4D VPKs.
>
> 2009/5/14 Rodrigo 'r2d2rigo' Diaz <[email protected]>
>
> > >
> > > b) Do any of the Source game packs that allow you to play a mod made
> > > with the SDK *not* include CSS these days?
> > >
> >
> > Orange Box doesn't, nor does L4D ;)
> >
> > 2009/5/14 Jed <[email protected]>
> >
> > > Yeah but...
> > >
> > > a) You need another Source game to be able to play the mod anyway so
> > > Valve are getting a sale right here.
> > > b) Do any of the Source game packs that allow you to play a mod made
> > > with the SDK *not* include CSS these days?
> > >
> > > I'd say that maybe 85% of the time someone with the relevant "base"
> > > games to play your mod probably has CSS installed anyway. If you want
> > > to use CSS content in an unmodified form, then yes, just mount the GCF
> > > and make it a requirement for the mod. If you're making derived model
> > > then it will be necessary to ship with your mod.
> > >
> > > I think as well you have to think a bit beyond "he stole my bike!" -
> > > stopping this kind of derivative work stifles innovation and puts
> > > people off modding. I'd say at least 75% of the mods I've seen out
> > > there use modified content from other Source games in one form or
> > > another. As it's being used for a Source game, your in a way "keeping
> > > it in the family" and there's also the follow on of tying a playing to
> > > Steam, exposure to other games and maybe leading to more sales. Also
> > > don't forget that games like CSS, DoDS and TF2 all started out as
> > > mods. It's not in Valves interest to stifle this kind of derivative
> > > work - especially when its non-profit and could potentially lead them
> > > to their next-big-hit.
> > >
> > > As I said, I think Valve "get" this and are forward thinking enough to
> > > see that this sort of incestuous breeding of content across their
> > > games is actually a good thing.
> > >
> > > - Jed
> > >
> > >
> > > 2009/5/14 Julian Moschüring <[email protected]>:
> > > > I agree, but your second point implies that you mount, in this case,
> > the
> > > > CS:S content, which was the question which started this thread. :-)
> > > > Perhaps one of the main reason someone plays your mod is that the
> > models
> > > > are so great. If you don't mount the CS:S content you would take
> money
> > > > from valve because if you had mounted it some people would have
> bought
> > > > CS:S to play your mod... mmh
> > > >
> > > > I would mount the content and publish the mod with the model. You
> could
> > > > also check if the content is mountable and if not use some standard
> > > > model instead of the CS:S ones.
> > > >
> > > > Jed schrieb:
> > > >> I think the great questions are:
> > > >>
> > > >> Is it hurting them?
> > > >> Is it worth them taking legal action?
> > > >>
> > > >> As has been pointed out, if you are just borrowing a few low-key
> (i.e
> > > >> not character/player)  models such as props you're not really giving
> > > >> away the whole CSS game nor are you really damaging sales.
> > > >>
> > > >> Secondly, if borrowing a few models helps you get your free mod out
> > > >> the door, it might well prompt a player to purchase say the Orange
> Box
> > > >> to be able to play your mod - $$$ for Valve.
> > > >>
> > > >> Thirdly, the legal costs of taking any modder to task for borrowing
> a
> > > >> few props for his Source mod is going to be far in excess of their
> > > >> market value.
> > > >>
> > > >> >From my experience of dealing with Valve first hand I like to think
> > > >> their a level headed bunch of chaps and their attitude is that if
> > > >> you're not "taking the piss" with borrowed/reworked content or using
> > > >> it outside of a Source mod then it's acceptable. Of course that's my
> > > >> opinion and not fact.
> > > >>
> > > >> Then again I think it's a sad reflection on the litigious society of
> > > >> today if a few modders would be stomped on from trying to learn and
> > > >> innovate for fear of legal repercussion.
> > > >>
> > > >> - Jed
> > > >>
> > > >>
> > > >>
> > > >>
> > > >> 2009/5/14 Jonas 'Sortie' Termansen <[email protected]>:
> > > >>
> > > >>> Technically, you are not stealing from Valve by making a copy of
> > their
> > > >>> works, if they don't lose anything, which the clause that you only
> > use
> > > a
> > > >>> small portion of their content includes, because the content cannot
> > > >>> substitute CS:S, and then it won't affect their sales, thus it can
> > > quality
> > > >>> as Fair Use under the US Copyright laws. But it's still untested in
> > > court,
> > > >>> and will vary on a case basis, and I am not an US copyright expert.
> > The
> > > same
> > > >>> argument goes for editing the content. Again, note that I don't
> > > recommend
> > > >>> doing this, but if it's legal due to Fair Use, and you only use
> small
> > > >>> amounts of content, it will be much faster for the mod to load the
> > > content
> > > >>> from its own folder, instead of adding another search path, which
> > > increases
> > > >>> loadtimes.
> > > >>>
> > > >>> Oh and be careful when mounting .GCFs from code and not the
> > > gameinfo.txt, I
> > > >>> had some experience that some people couldn't launch the mod
> > > successfully,
> > > >>> even if they had the .GCF I was mounting. Might be fixed though,
> but
> > > still.
> > > >>>
> > > >>> ----- Original Message -----
> > > >>> From: "Julian Moschüring" <[email protected]>
> > > >>> To: "Discussion of Half-Life Programming" <
> > > [email protected]>
> > > >>> Sent: Thursday, May 14, 2009 2:57 PM
> > > >>> Subject: Re: [hlcoders] Game Content
> > > >>>
> > > >>>
> > > >>>
> > > >>>> "-You only included small amounts of Valve's copyrighted works"
> > > >>>> Nice reasoning, so if I go into a shop and only steal eg a part of
> a
> > > >>>> computer thats okay? :-)
> > > >>>>
> > > >>>> I think you should mount the CS:S content because you have to make
> > > sure
> > > >>>> the users who use your mod own the right to have the models you
> > > provide.
> > > >>>> Legally you are not even allowed to ship the modified model. To do
> > it
> > > >>>> totally right you would have to extract the gcf during install and
> > > modify
> > > >>>> the original model... but, as Jonas said, I don't think valve will
> > > >>>> complain about this.
> > > >>>>
> > > >>>>
> > > >>>> Jonas 'Sortie' Termansen schrieb:
> > > >>>>
> > > >>>>> My personal expierence is that you can use CS:S Content in your
> > mod.
> > > The
> > > >>>>> 100% legal way is to mount CS:S content but that requires CS:S to
> > be
> > > >>>>> installed and owned by everyone who own your mod. Then if you
> > modify
> > > a
> > > >>>>> few
> > > >>>>> models, you can simply make some replacements in your own mod
> > folder
> > > that
> > > >>>>> will override the CS:S content.
> > > >>>>>
> > > >>>>> If you want a more questionable method that allows everyone to
> play
> > > your
> > > >>>>> mod
> > > >>>>> (and faster because you don't have to mount another .gcf file or
> > > two),
> > > >>>>> you
> > > >>>>> can simply extract the few models you wish to edit and their
> > > materials,
> > > >>>>> and
> > > >>>>> put them in your mod's folder. This way you don't depend on any
> > extra
> > > >>>>> .gcf
> > > >>>>> files or that people have CS:S installed. This should work fine
> for
> > > small
> > > >>>>> amounts of content. While untested in court, it could qualify for
> > > Fair
> > > >>>>> Use
> > > >>>>> because:
> > > >>>>> - You only included small amounts of Valve's copyrighted works
> > > >>>>> - The content required at least one of Valve's products
> > > >>>>> - The content used doesn't include the whole CS:S and doesn't
> limit
> > > >>>>> Valve's
> > > >>>>> sales, because the content isn't CS:S
> > > >>>>> - You do not earn any money from their works
> > > >>>>> - (You edited their works to some degree)
> > > >>>>> - (I have never heard of Valve having any complaints about this,
> as
> > > long
> > > >>>>> as
> > > >>>>> the above is true, despite the EULA probably saying otherwise)
> > > >>>>>
> > > >>>>> Again, whether it's legal or advised to extract and ship the
> > contents
> > > of
> > > >>>>> a
> > > >>>>> GCF file, the perfectly safe but annoying way of doing it is
> > mounting
> > > the
> > > >>>>> CSS GCF file, but the way you do it is up to you.
> > > >>>>>
> > > >>>>> ----- Original Message -----
> > > >>>>> From: "Yaakov Smith" <[email protected]>
> > > >>>>> To: "'Discussion of Half-Life Programming'"
> > > >>>>> <[email protected]>
> > > >>>>> Sent: Thursday, May 14, 2009 12:09 PM
> > > >>>>> Subject: [hlcoders] Game Content
> > > >>>>>
> > > >>>>>
> > > >>>>>
> > > >>>>>
> > > >>>>>> Example: I want to mess with CS:S models and include
> modifications
> > > of
> > > >>>>>> the
> > > >>>>>> said models in my mod.
> > > >>>>>>
> > > >>>>>> Could I legally do that, but mount the CS:S content to cover the
> > > legal
> > > >>>>>> aspect?
> > > >>>>>>
> > > >>>>>> _______________________________________________
> > > >>>>>> 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
> > > >>>>>
> > > >>>>>
> > > >>>> _______________________________________________
> > > >>>> 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
> > > >>>
> > > >>>
> > > >>>
> > > >>
> > > >> _______________________________________________
> > > >> 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
> > > >
> > > >
> > >
> > > _______________________________________________
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Thanks,
> - Saul.
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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