Etherael Posted 2 hours ago Posted 2 hours ago (edited) https://pixeldrain.com/u/58qa8CZG https://www.virustotal.com/gui/file/db3448fde5bbe279d34c6f60f52f61cc4a75e86824d6bc90977e1789d4e3f6b2?nocache=1 Keys Click-Select G-Move R-Rotate F-Focus selection CtrlD-Duplicate Del-Delete CtrlZ-Undo WASD-Fly ↑↓←→-Fly with arrows V-Walk in first person QE-Down / up T-Top view O-Select objects L-Select rooms AltClick-Pick a room once Esc-Deselect Placement Drag the arrows to move it inside the room. Meshes below it move too. Collision lives in the room walkmesh and does not follow. Turn Model Replace hides this mesh and puts a model in its place, with the same position and facing. ------ 0.1 Holowan Module Editor, a 3D level editor for KotOR and KotOR II that runs in your browser. Point it at your game install folder and pick an area. It shows the rooms with their textures and baked lighting, plus the walkmesh. You can move, rotate, add and delete objects, then export a .mod file. What you can do: Objects you can edit: creatures, placeables, doors, waypoints, triggers, encounters, sounds, stores, cameras, and the player start point. Moving and rotating: use the on-screen handles or type exact numbers. Floor snap keeps objects on walkable ground. Trigger and encounter shapes: you can drag their individual corner points. Real models: placeables and doors use their actual models, looked up from placeables.2da and genericdoors.2da. Creatures show as coloured markers. Other properties: every other field on an object can be edited in the right-hand panel. Undo and redo work for everything. Exporting: How to install it: the .mod contains the whole module with your changes. Drop it into the game's modules folder and the game uses it instead of the original .rim files. Back up first: the .mod changes the area for any save that enters it. Saving from the published page: the page can only save .zip files, so you get the .mod inside a zip. If saving is blocked there, use holowan-editor-standalone.html, which saves the plain .mod directly. Open it in Chrome or Edge. Limits: Area layout: rooms can't be moved, and walkmeshes and scripts can't be edited. Brand-new objects: these need an existing template name, such as a .utp or .utc file from the game or your override folder. Folder prompt: your browser will ask to "upload" the folder when you open it. Nothing leaves your computer. Mac versions: the Aspyr Mac versions use a different folder layout and may not be detected. ------ 0.5 The editor can now select and change the static level geometry (the rooms) and the individual meshes inside them. Both the published page and holowan-editor-standalone.html are updated. How to use it: switch the viewport's Select control to Rooms (or press L, or Alt+click). Click a room to select it, then click it again to drill into the mesh under your cursor. Rooms also appear at the top of the Scene list. Whole rooms: Move and rotate: drag them, or type exact values. The walkmesh moves with the room, and objects standing on it come along unless you untick that option. Replace: swap in another room from the game by typing its name (it suggests names as you type), or load your own .mdl, .mdx and .wok files. Textures can be added alongside. Duplicate, delete, or add: new rooms come from the game or from files via Add. Replaced, duplicated and added rooms get a new name, so the original game model stays untouched. Meshes inside a room: Retexture: change its texture or lightmap, or use your own .tga or .tpc file. Hide or move: hidden meshes show as a faint wireframe while their room is selected. Child meshes move with their parent. Collision doesn't change: collision lives in the walkmesh, so hiding or moving a wall leaves the blocked area where it was. On export: Files written: the .mod includes an updated layout, room visibility list, and any changed models and walkmeshes. Room links: where rooms meet edge to edge, the export recalculates the walkmesh links that let creatures path from one room to another. Doors: door positions recorded in the layout move with their room. Limits: Rotation: rooms rotate around the vertical axis only, and meshes inside a room can be moved but not rotated. Lighting: baked lighting doesn't update, so a moved prop keeps the shadows from its old spot. Game version: a model built for the other game gets a warning and may not show up in game. Bad joins: if two rooms meet with mismatched edges, no link is created between them. ------------ 1.0 Meshes inside a room can now be duplicated, replaced with another model, or have new models added alongside them. The editor and holowan-editor-standalone.html are both updated. How to use it: with Select: Rooms on, click a room, then click one of its meshes. Duplicate: copies the mesh, and anything attached below it, 1.5 m along X. Then drag it into place. Replace: type a game model name (it suggests names as you type), or pick your own .mdl and .mdx files with any textures. The original mesh is hidden rather than deleted, so Show mesh brings it back. The new model takes the original's position and facing. Add a model: in the room's panel, under Add a model to this room, pick a model and click where it should go. It becomes part of that room's model, and the panel lists everything you've added. Turn: ±15° and ±90° buttons rotate a mesh or added model around the vertical. Reset placement undoes both moving and turning. Remove: takes out models you added. Original meshes can only be hidden, which is the safer option for stock geometry. Whole added model: clicking a part of an added model lets you Select all of it, so you move it as one piece. Keyboard: Ctrl+D duplicates and Delete removes or hides the selected mesh. Things to know: Collision: collision comes from the room's walkmesh, so added or moved props have none, and hidden walls still block. Lighting: added models have no baked lighting, so they look flatter than the room around them. Mesh types: only plain meshes copy fully. Animated or skinned meshes are copied without their skinning or sway, and lights, emitters and walkmesh pieces from a source model are dropped. Some meshes can't turn: a few store their rotation in a compressed form the editor can't change, so those can only be moved. -------- 1.1 The editor now has a first-person walk mode, and the arrow keys move you in both walk and fly modes. The published page and holowan-editor-standalone.html are both updated. I tested it in the demo area. Walking forward, turning and dragging to look all worked. Running into a corridor wall stopped me at the edge and slid me along it. The arrow keys also moved the normal editing camera. Turn it on or off: press V or click the new Walk button next to Top and Frame. Esc or V stops walking. Where you start: at the selected object, or where the camera was looking. If neither is on the floor, you start at the Player start. Moving: ↑ / ↓ walk forward and back, ← / → turn, and A / D step sideways (W / S also walk). Hold Shift to run. Looking: drag in the viewport to look around. Double-click to lock the mouse so it looks without dragging. What stops you: like the game, you can only walk on walkable floor. Non-walk areas, walls and the edges of rooms stop you, and you slide along them. You follow stairs and slopes up and down. Leaving walk mode: the editing camera picks up from where you stopped, looking the same way. Phones and touch screens: an on-screen arrow pad appears while walking. Normal editing: ↑ / ↓ fly forward and back and ← / → slide sideways, alongside WASD and Q/E. Doors, placeables and creatures don't block you, because walking only checks the floor's walkmesh. Clicks don't select anything while you're walking. ------ 1.2 The editor now works with a PS4 (DualShock 4) controller for flying, walking, selecting and moving things. The published page and holowan-editor-standalone.html are both updated. I tested it with a simulated DualShock 4, not a physical one. Flying, stepping through objects, grabbing and dropping, cancelling, undo, walking with sprint and looking around all worked. The embedded page may not see the controller, because some browsers block gamepads inside embedded pages. If that happens the right-hand panel says so; open holowan-editor-standalone.html in Chrome or Edge instead. Connecting: plug in by USB or pair over Bluetooth, then press any button. The browser only reveals a controller after a button press. A "connected" message appears, and the full button map shows in the right-hand panel under PS4 controller. Editing view Control Does Left stick Fly around (L3 for a speed boost) Right stick Orbit the camera L2 / R2 Lower / raise D-pad ↑ ↓ Zoom in / out D-pad ← → Previous / next object, with the camera following × Select whatever is at the centre crosshair △ Grab the selection; × drops it as one undo step, ○ puts it back ○ Deselect, or cancel placing □ Focus the selection L1 / R1 Undo / redo R3 Switch between selecting objects and rooms Share / Touchpad Top view / frame the area Options Start walking While grabbed, the left stick moves the object relative to the camera, the right stick turns it, and L2 / R2 lower and raise it. Rooms and meshes inside rooms can be grabbed the same way. Walking Control Does Left stick Walk and sidestep (analog, so a light push walks slowly) Right stick Look around R2 (analog) or L3 Run D-pad Step forward or back, turn left or right × Select what you're looking at ○ or Options Stop walking The controller gives a short rumble when you walk into a wall or the edge of the walkable floor. OPEN to Suggestion on features ------- Kotor Model Viewer 1.4 - Etherael https://pixeldrain.com/u/t1nwyPVU https://www.virustotal.com/gui/file/a3faf4989f6611148bf3b181e516b55ebd1711a2ba6d9b37f8298e0c85c39ec7?nocache=1 -------- 1.0 You can now select individual model parts and swap their textures. The published link is updated, and the attached file is the offline copy. I tested the click-to-select logic against your bantha in Node (a click in the middle of the model selected the body, and a click in a corner selected nothing), but I haven't tried the texture swap in a browser. Selecting a part: click it in the 3D view, or click its name in the mesh list. The selected part gets an orange tint and a "Selected part" panel appears. Dragging still rotates the view, and a click only selects if you didn't drag. Clicking empty space deselects. Replacing its texture: press "Replace texture…" and choose a .tga, .png or .tpc file. The part switches to it immediately, and the list marks it with ✎ and the file name. Apply to all parts using this texture: tick this box before replacing (or restoring) to change every part that shares that texture, such as all the body pieces. Restore: puts the selected part, or all parts sharing the texture if that box is ticked, back to their original texture. Limits: The part's normal map still comes from the original texture's name, so your replacement keeps the original surface detail. Replacements exist only for this session and are lost on reload, and you can't save or export the edited model. Hidden parts can't be clicked in the view unless "Show hidden meshes" is on. The orientation caveat from before still applies to .tpc replacements: if one looks upside-down, tick "Flip V". ------- 1.1 The viewer can now save and reload projects, load whole folders, and export OBJ and FBX. The published link is updated in place, and the attached file is the offline copy. I checked the file writers against your bantha in Node, but I haven't run the export buttons in a browser or opened an exported file in 3D software. Save and load Save project bundles the model files, all the textures you loaded, your per-part texture replacements, part visibility and the Flip V setting into one file. To reopen it, drop it on the page or use the file picker. Load folder… picks a whole folder and loads the model, textures and .txi files inside it. A plain .zip containing a model and textures also works. Export Export OBJ produces a zip with .obj, .mtl and a textures/ folder of PNGs. The "OBJ up" setting chooses Y-up (what most tools expect) or the game's Z-up. Export FBX writes a binary FBX with the textures embedded in the file. Only the parts currently visible are exported. Your texture replacements are included. KotOR's .tga, .tpc and .png textures are converted to PNG. If you had "Flip V" on to make textures look right, the export uses the same setting. File names differ between the two copies: Published page: the platform only allows certain file types to be saved, so everything arrives as a zip, such as c_bantha_fbx.zip and c_bantha_project.zip, and you unzip it. Offline copy: it saves .fbx and .kmv files directly. Limits: Checks so far: the OBJ face and vertex counts, the zip files and the FBX file structure all check out on your model. FBX untested: I couldn't try it in Blender, Maya or a game engine, so the model might import facing the wrong way or at the wrong scale. If it does, the OBJ export is the safer choice. Transparency: exported textures are fully opaque, so transparency information in the source textures is dropped. Not exported: the model's bone and animation data isn't included, and neither are the normal maps. -------- 1.2 First-person movement is now in the viewer. The published link is updated in place, and the attached file is the offline copy. I tested the movement math in Node, but I haven't tried the controls in a browser. Tick First-person walk (arrow keys) in the side panel to switch. You start exactly where the orbit camera was, and untick it to go back to the orbit view as you left it. Controls in first-person mode: ↑ / ↓ (or W / S): walk forward and back along the ground. ← / →: turn left and right. A / 😧 strafe sideways. R / F (or Page Up / Page Down): move up and down. Shift: move three times faster. Mouse drag: look around. Mouse wheel: step forward and back. Clicking a part to select it still works from first-person view. "Reset view" puts the first-person camera back at the default starting view. Some things to know: Movement speed scales with the size of the model, so it feels the same on a small prop and on a large creature. No collision: you can walk through the model, because there's no collision. Arrow keys and sliders: if a slider in the panel still has focus, the arrow keys adjust that slider instead. Click the 3D view once and they'll control the camera. Floor: the reflective floor disappears if you move below it. -------- 1.3 The viewer now has HDR environment maps, adjustable light rigs and real-time shadows. This time I opened it in headless Chromium and checked each feature there. What's new HDR environments: drop a Radiance .hdr file on the page, or use "Load HDR…". It lights the model and shows in the reflections. You can turn it on as the background, and there are intensity and rotation sliders. "Studio env" restores the built-in environment. Light rigs: Classic (the old headlight), 3-point, Directional (sun) and Point lights. Sliders set intensity, rig rotation and light height. Real-time shadows: the main light casts soft shadows onto the model and the floor. Shadow softness and strength are adjustable, and there's an on/off checkbox. Bugs found while testing Floating parts (fixed): the horns, head crest and hair floated above the bantha because body meshes weren't getting their node position applied. They now sit on the head and the model reads as a bantha. Export failure (fixed): OBJ and FBX export crashed on any model you hadn't beveled. Exports now work and the zip files check out. I also lowered the default light levels, since the directional rig was washing the model out to white. What I tested: all the shaders compile, and loading, selection, bevel, first-person movement, texture replacement, OBJ/FBX/project export and reloading a saved project all ran with no console errors. Limits: The HDR test used a file I generated, not a photographed one. The .hdr reader handles both the plain and compressed Radiance formats, but I haven't tried it on a real-world HDRI. Shadows come from the single main light, so fill and rim lights in the 3-point rig don't cast their own. ------- 1.4 The viewer now supports a PS4 controller, and I've updated the published page and the offline file. I tested it only with a simulated DualShock 4, not real hardware. The simulation covered every control below, the settings, and connect/disconnect. Controls Right stick: orbit the model, or look around in walk mode. Left stick: pan the view, or walk and strafe in walk mode. R2 / L2: zoom in and out, or fly up and down in walk mode. L1 / R1: select the previous or next part. ✕: select the part under the centre reticle. ○: clear the selection. □: toggle wireframe. △: toggle walk mode. D-pad ◀ ▶: switch lighting rig. D-pad ▲ ▼: raise or lower the light. Share: fit the model to the view. Options: go to the next tab. L3: toggle reflections. R3: toggle shadows. Gamepad tab: it has a connection status, an on/off switch, invert look, vibration, look speed, move speed and stick dead zone. Your settings are remembered. The button list lights up as you press buttons. A small controller indicator and a centre reticle appear in the viewport while a pad is connected. I also tightened the tab bar so all five tabs fit on a phone-width screen. Caveats Hosted page: it may block controller input. If your controller isn't detected there, use the offline file. Chrome and Edge: the browser only reveals a controller after you press a button once. Firefox: the viewer also handles Firefox's raw DualShock layout. I checked that with a mock reading only. Keyboard and mouse: they work as before. Copyright (C) <2026> <Etherael> This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. 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Notwithstanding any other provision of this License, for material you add to a covered work, you may (if authorized by the copyright holders of that material) supplement the terms of this License with terms: a) Disclaiming warranty or limiting liability differently from the terms of sections 15 and 16 of this License; or b) Requiring preservation of specified reasonable legal notices or author attributions in that material or in the Appropriate Legal Notices displayed by works containing it; or c) Prohibiting misrepresentation of the origin of that material, or requiring that modified versions of such material be marked in reasonable ways as different from the original version; or d) Limiting the use for publicity purposes of names of licensors or authors of the material; or e) Declining to grant rights under trademark law for use of some trade names, trademarks, or service marks; or f) Requiring indemnification of licensors and authors of that material by anyone who conveys the material (or modified versions of it) with contractual assumptions of liability to the recipient, for any liability that these contractual assumptions directly impose on those licensors and authors. All other non-permissive additional terms are considered "further restrictions" within the meaning of section 10. If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying. If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms. Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way. 8. Termination. You may not propagate or modify a covered work except as expressly provided under this License. Any attempt otherwise to propagate or modify it is void, and will automatically terminate your rights under this License (including any patent licenses granted under the third paragraph of section 11). However, if you cease all violation of this License, then your license from a particular copyright holder is reinstated (a) provisionally, unless and until the copyright holder explicitly and finally terminates your license, and (b) permanently, if the copyright holder fails to notify you of the violation by some reasonable means prior to 60 days after the cessation. Moreover, your license from a particular copyright holder is reinstated permanently if the copyright holder notifies you of the violation by some reasonable means, this is the first time you have received notice of violation of this License (for any work) from that copyright holder, and you cure the violation prior to 30 days after your receipt of the notice. Termination of your rights under this section does not terminate the licenses of parties who have received copies or rights from you under this License. If your rights have been terminated and not permanently reinstated, you do not qualify to receive new licenses for the same material under section 10. 9. Acceptance Not Required for Having Copies. You are not required to accept this License in order to receive or run a copy of the Program. Ancillary propagation of a covered work occurring solely as a consequence of using peer-to-peer transmission to receive a copy likewise does not require acceptance. However, nothing other than this License grants you permission to propagate or modify any covered work. These actions infringe copyright if you do not accept this License. Therefore, by modifying or propagating a covered work, you indicate your acceptance of this License to do so. 10. Automatic Licensing of Downstream Recipients. Each time you convey a covered work, the recipient automatically receives a license from the original licensors, to run, modify and propagate that work, subject to this License. You are not responsible for enforcing compliance by third parties with this License. An "entity transaction" is a transaction transferring control of an organization, or substantially all assets of one, or subdividing an organization, or merging organizations. If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts. You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it. 11. Patents. A "contributor" is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's "contributor version". A contributor's "essential patent claims" are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, "control" includes the right to grant patent sublicenses in a manner consistent with the requirements of this License. Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version. In the following three paragraphs, a "patent license" is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To "grant" such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party. If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. "Knowingly relying" means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid. If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it. A patent license is "discriminatory" if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007. Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law. 12. No Surrender of Others' Freedom. If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program. 13. Use with the GNU Affero General Public License. Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such. 14. Revised Versions of this License. The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License "or any later version" applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation. If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program. Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version. 15. Disclaimer of Warranty. THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 16. Limitation of Liability. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 17. Interpretation of Sections 15 and 16. If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. <one line to give the program's name and a brief idea of what it does.> Copyright (C) <year> <name of author> This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. Also add information on how to contact you by electronic and paper mail. If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: <program> Copyright (C) <year> <name of author> This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>. The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/licenses/why-not-lgpl.html>. Edited 19 minutes ago by Etherael Quote
Vriff Posted 54 minutes ago Posted 54 minutes ago PyKotOR is GPL-3.0 licensed, your post specifically mentions deriving your code from PyKotOR, you are legally obligated to license your work under GPL-3.0 and include the license in your work. At the moment, it does not appear you have done so. Quote
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