PheonixRising opened this issue on Dec 22, 2003 ยท 52 posts
Questor posted Tue, 23 December 2003 at 9:46 AM
Ooh, now that's a good point 12rounds. I can see how that might be useful. Looking for a series of vertex settings that match the variation used in the object file. That would be relatively simple. Heck a dos batch file could run for that so it shouldn't be difficult to set up a Visual Basic or other script to do the same thing. Thanks for giving me a clue there. It wouldn't matter what the morph setting was to identify the signature as the vertex/vertice markers would be there anyway. Thanks. Finally I get a clue, how cool is that? :) Lyrra. Traveller used to share his morphs freely, a hell of a lot of morphs as well. So there's nothing wrong with sharing morphs freely and working for hours on something to give it away. (personally I've been doing that for years). But, I do agree with you completely about people who think they should be allowed to make money on things that are made available as "Funstuff" - and I don't mean in images/animations but by selling the item in a store. It was IIRC the fact that people were using Traveller's morphs to make for-sale charcters that cheesed him off in the first place, and not just him. Now he sells a cd of his morphs with commercial permission, a great "free" resource was lost due to the selfish ignorance of a few. Thankfully that resource at least did stay, albeit in another form and I don't begrudge Traveller a single penny of what he asks. There's nothing at all wrong with working for hours on something that you then share freely with other users of the program, there's a hell of a lot wrong with people who want to make money selling that product because they're too damn lazy to do their own original work. Considering how often some people are ripped off I find it amazing that they still stay and make things for the software. One other thing though, what Anton has posted here doesn't just help for vertex editing, it can be adapted for a variety of purposes although adapting this for image protection could be difficult. There is a piece of software available that encodes a signature layer into an image, much in the method that 12rounds mentions. It was developed some time ago and I do recall a free download that enables encoding into an image - not watermarking, it's an actual encryption. So texture maps could be likewise protected with that encoding (though obviously not the entire image and every pixel. As we've seen people will even steal small sections of texture maps.