Are we allowed to use community maps' textures?

Obsyden

L1: Registered
Dec 13, 2017
8
4
This question was originally for CS:GO mapping, but since it's still Valve and the exact same question I figured it would be fine for this site.

If I decompile a community map that has been accepted into the game, and take a texture (that is packed into the map) and use it in my maps, can my new map be accepted?

In this situation, I'm trying to make a map for CS:GO and I want to make a map in the same style as Cache. I've decompiled the map and I have the textures, but I'm not sure if I'm allowed to use them. I don't know whether or not the fact that the textures where already in the game means I can use them. I've attempted to contact FMPone, one of the developers of the map for his blessing, but he didn't respond :(

Does anyone know whether I can use FMPone's textures in my map if they've already been accepted into the game?
 

Necrσ

aa
Nov 16, 2015
198
488
I believe that when valve purchases the map, they also buy the right to all of the custom assets for that map. This means that yes, technically you should be fine to do this since the textures are property of valve. Ideally, you would want permission from the author, but let's face it, unless your map becomes popular or gets picked up by valve and you dont give any sort of credit to the authors no one is really going to care.

I'm not entirely sure about this, and im sure some authors would be absolutely fine with this so long as you credit them, while others might be a bit more picky about who is using their content.
 

Obsyden

L1: Registered
Dec 13, 2017
8
4
Thanks for the response Necro. I'd like to err on the safe side here and credit the author's. I think I will credit all 3 people who worked on Cache, even though I'm not sure all of them had to do with the assets I'm using. Thanks
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Necro isn't wrong about what happens when they purchase the map, but nowadays and in CS:GO, Valve don't purchase their maps but instead "feature" them. This means that the maps and all the assets do fully belong to their original creators and you will need to get a permission and give credit and/or percentage. In CS:GO, all assets seem to be getting packed in, but in TF2, a packed asset almost definitely means it doesn't belong to Valve.
 

hutty

aa
Mar 30, 2014
538
444
Most custom textures in community maps are already available on this site in some form as well. In general, if you can't see it in hammer by default, it isn't fair game.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
In CS:GO, all assets seem to be getting packed in
If you're referring to how you can't decompile maps anymore because the props all turn into errors, that's because there's a new option in CS:GO Hammer to combine certain props into larger static meshes and pack those into the map. I'm not sure what the benefit is supposed to be, but the source props and textures for Valve maps are very definitely still in the game files.
 

Obsyden

L1: Registered
Dec 13, 2017
8
4
So, to use or not to use?
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Reasonable option: ask the authors.
Shy option: use them without asking permission. Ask forgiveness later.
Commandeer option: claim you made them.
I do all my own stunts option: make your own so you don't have to credit anyone.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Ask the Owners of The Maps.
If it is Valve, you should be alright, as for example, Enclosure used Portal 2 Soundscapes but still made it into the game.
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
they got replaced, you aren't allowed to use other valve games' assets

They were likely replaced to optimize map size and how much the game needed to load. Not to mention, the Portal 2 sounds had double the bitrate which was very noticeable.

Last I heard, Valve has no issue with reusing assets from their games on other Source games. There are plenty of examples of this happening, like the Stanley Parable borrowed plenty from Portal 2 and CS:GO.
 

hutty

aa
Mar 30, 2014
538
444
If you're referring to how you can't decompile maps anymore because the props all turn into errors, that's because there's a new option in CS:GO Hammer to combine certain props into larger static meshes and pack those into the map. I'm not sure what the benefit is supposed to be, but the source props and textures for Valve maps are very definitely still in the game files.

Modern rendering tech is much better at drawing a couple very complex models than it is drawing many small individual ones. The act of telling the GPU to draw an object is often costlier than the time it takes to actually draw it. This is done manually on a few maps, like the supporting wood structures around the rocket plateau on doomsday, or how the tree props have a version that is 4 in 1. Its also the reason 3DModel detail sprites should be avoided, even though the engine has support for them. (the 2D ones get batched as 1 object by the engine, the 3D ones do not)
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
They were likely replaced to optimize map size and how much the game needed to load. Not to mention, the Portal 2 sounds had double the bitrate which was very noticeable.

Last I heard, Valve has no issue with reusing assets from their games on other Source games. There are plenty of examples of this happening, like the Stanley Parable borrowed plenty from Portal 2 and CS:GO.

Yeah, I'm fairly certain that valve told us theyll be replacing the soundscapes because they had their own one and they wanted to minimize the filesize for all maps.

More likely the latter since they also replaced the Portal 2 alarms I used as well as soundscapes.