Comments (2)
@neomonkeus
Thanks for the advice. Admittedly, I haven't researched this aspect as much as I should. On the other hand, I haven't written any file conversion code (yet) and so, I haven't done anything illegal so far. If there is a problem, I'll just change the project's scope, even if that means scrapping the conversion idea and using the original data files as-is.
With that said, I still need to know what license the XML file falls under as, either way, I need a way to read NIF files for this project to work. If it's possible to use the data in that file to write a reader that can be licensed under the MIT license, that will be ideal.
from nifxml.
I don't think your project is legal as conversion of assets is against the EULA of the assets for any given game.
Convert Oblivion's data files into Unity compatible formats:
from nifxml.
Related Issues (20)
- Support for QQSpeed nifs HOT 4
- [Spec] Version tag changes HOT 4
- [Spec] Token definitions
- [Spec] Block Versioning HOT 6
- [Spec] Module organization for blocks
- [Spec] Expression grammar formalization HOT 7
- [Spec] nifxml linter HOT 4
- [Spec] Additions, Removals, and Deprecations HOT 4
- Support for Futurama (Original Xbox: 4.2.1.0 / PS2: 4.2.1.1) HOT 2
- not importing chr files HOT 7
- Master X Master nif/kf file not supported
- I'm really confused about the structure of this project HOT 2
- NiPhysXScene not supported by nifxml HOT 5
- Support for NiDavi...Streamable blocks.
- nifdoc.py don't generating htmls correctly
- Missing version attribute for BoneTransform? HOT 1
- Conflicting info about PlatformID/RendererID HOT 2
- Change TexClampMode in BSEffectShaderProperty HOT 3
- Add support for Aura Kingdom nifs
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