"Wish me luck" this is a lot of map to move...eek!

Always~


java.x.beast wrote: I got them moves like JAGger!!!

Julius wrote:Contribute to http://www.opengameart.org NOW!

Theoretically, since you'll be using your *mapname*-art.cfg, the textures of yours should still be assigned to their usual positions. Obviously, any textures that are missing should be re-added to the correct directory OR replaced with new ones that fit the part better. "CTRL+F" in your CFG for the texslot you retreive when you select a missing texture in your map. EG: 236, 124, 45, 627. A replacement for unused textures would be my Dev-textures. These are pretty nice when used correctly. They make good guides for mapping and textures.chocolatepie33 wrote:Not real sure about this, but you mostly have to copy over the map files (.ogz, .cfg and any .baks there are), along with any textures used. Seeing as most of the textures which (should) have been removed by now are still there, you may not have to do that. The primary exception would be custom textures.

Julius wrote:Contribute to http://www.opengameart.org NOW!

At the moment, no. You can get hold of my Dev-Textures (And all my others) by downloading my map-pack for R17.chocolatepie33 wrote:@leo: I do have to say, the map-art.cfgs are extremely convenient. I imported a map from Sauerbraten (that didn't come with a map-art.cfg), and it had insane textures. Because there was no defined texture slots, it used whatever texture fit the number of the slot. Where did you release your dev-textures, though? Or are those already in the SVN?

Eagle wrote:Thanks Guys! I'm going to give it a try and see what happens
"Wish me luck" this is a lot of map to move...eek!
Always~

Julius wrote:Contribute to http://www.opengameart.org NOW!

Julius wrote:Contribute to http://www.opengameart.org NOW!