Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - vampirefrog

#106
The Mega Archive / Happy New Year!
December 31, 2013, 10:09:35 AM
Happy new year, guys. May you achieve what you've set out to do, and have lots of fun and positive experiences in your life!
#107
The Mega Archive / Re: Chatting Hell?
December 20, 2013, 02:01:38 PM
works now, guys. There is a node.js script that needs to run all the time, and sometimes it crashes or something and has to be manually restarted.
#108
Congratulations, Skur!
#109
The Mega Archive / arting
December 13, 2013, 03:44:59 AM
[attach=1]

That's ma name on the mug
#110
News & Discussions / Re: rough internet connection
December 12, 2013, 11:10:04 PM
you can't just complain. do something and lead by example
#111
News & Discussions / Re: rough internet connection
December 12, 2013, 01:23:12 PM
Quote from: Suicizer on December 12, 2013, 12:57:11 PM
Not a big deal. It's not like we act as a typical mapping clan. Most members do anything except mapping or even reply on the forums at the moment. Yea, we died...

Sui, I won't have that attitude. Please reprase more positively.
#112
News & Discussions / Re: rough internet connection
December 12, 2013, 01:22:49 PM
It went down again yesterday. Turns out if I turn off the torrent service, it doesn't go down anymore, and since this has only happened recently, it probably has to do with the most recent torrents I added (I've added some 4-player games so I can invite friends over and play).

What's your take? Is my ISP sucky for blacklisting me during regular usage? They said there was something like an Gb/s attack. What do other ISPs do?

At this point I've talked to them again and the guy said he can't really check what IP the attack is coming from, or where it's going, that would be the Network Administrator's job, who isn't here at the moment. Then I asked if he really exists and he said yes and I asked when will he be available and he says he doesn't know. Bunch of lazy hacks, IMO.

What do you guys think I should do?
#113
News & Discussions / rough internet connection
December 11, 2013, 10:44:33 PM
Sorry guys, I've had some problems with my internet connection, there was apparently an attack, but the ISP guy I talked to on the phone didn't tell me if it was aimed at my server personally or just a random attack, but the thing is my IP was getting auto blacklisted. They seem to have fixed it, but I wouldn't rely on it.
#114
News & Discussions / Re: Making a Comeback
November 14, 2013, 05:51:19 PM
yea, now and then
#115
News & Discussions / Re: Making a Comeback
October 27, 2013, 01:15:50 PM
that's a nice website, tech

I like the little flower things that separate sections

also, you didn't calclight?
#116
System Specs / Re: Amd/Nvidia galaxy evo setup
October 08, 2013, 02:51:58 PM
Quote from: unixfreak on October 06, 2013, 10:57:45 PM
PSU: 500 Watt
fap
Quote from: unixfreak on October 06, 2013, 10:57:45 PM
Motherboard: ASUS M5A78L-M/USB3
fap
Quote from: unixfreak on October 06, 2013, 10:57:45 PM
Disk: 1TB Hitachi, 7200rpm
fap fap
Quote from: unixfreak on October 06, 2013, 10:57:45 PM
GPU: Palit NVIDIA GT 610 2gb
fap fap fap
Quote from: unixfreak on October 06, 2013, 10:57:45 PM
RAM:  Corsair Vengeance 8gb DDR3 1600mhz (x1)
fap fap fap fap fap
Quote from: unixfreak on October 06, 2013, 10:57:45 PM
Processor: AMD FX(tm)-8320 Eight-Core Processor
fap fap fap FAPFAPFAPFAPFAPFAP SPLURGE!!!!!! AWWGYESHHHGWOHHHDD!

#117
The Mega Archive / Re: Forum is dead?
September 26, 2013, 02:10:05 AM
It's in the zip. Get the zip and unpack it again please.
#118
The Mega Archive / Re: Forum is dead?
September 24, 2013, 08:47:02 PM
ddl or dll? which one?
#119
The Mega Archive / Re: Re: Forum is dead?
September 24, 2013, 01:23:05 PM
Quote from: Leo on September 24, 2013, 04:49:00 AM
work on the gui. Half of my f1 to f12 menus are blank.

Ps the models for rifle and rocket are missing

You might want to join irc.freenode.net #tesseract

RaZgRiZ is working on the GUI theme, and I think there is someone working on the weapons.

However, that should not interfere with our resource pack.
#120
The Mega Archive / Re: Tesseract thread
September 23, 2013, 05:17:43 PM
very nice! how many FPS are you getting on complex?
#121
The Mega Archive / Re: Tesseract thread
September 23, 2013, 03:39:11 PM
Oh and windows only for now. We'll deal with the linux version later, it's a bit more complicated there.
#122
The Mega Archive / Re: Tesseract thread
September 23, 2013, 03:25:44 PM
Try re-downloading now and see if it works, eihrul made a fix. Then if it works, update your drivers anyway, might offer some speed improvement.
#123
The Mega Archive / Re: Tesseract thread
September 23, 2013, 02:03:27 PM
well wait a bit before updating, eihrul is working on a fix.
#124
The Mega Archive / Re: Tesseract thread
September 23, 2013, 01:41:09 PM
Are you using the latest ATI/AMD driver?
#125
The Mega Archive / Re: Tesseract thread
September 23, 2013, 12:53:11 PM
Leo, please find the logs in My Documents/My Games/tesseract and paste or attach them here.
#126
The Mega Archive / Re: Tesseract thread
September 23, 2013, 11:20:54 AM
And I meant a screenshot from Windows.
#127
The Mega Archive / Re: Tesseract thread
September 23, 2013, 11:20:18 AM
http://www.libsdl.org/tmp/release/SDL2-2.0.0.tar.gz

unpack this tarball, go to the resulting directory and type ./configure && make && sudo make install

You might want to install some dependencies like libjpeg-dev and libsmpeg-dev (there are more, see the configure output)
#128
The Mega Archive / Re: Tesseract thread
September 23, 2013, 10:47:16 AM
Also, try to post a screenshot or a log dump.
#129
The Mega Archive / Re: Forum is dead?
September 23, 2013, 10:45:16 AM
You need to install SDL2, get it from http://www.libsdl.org/tmp/download-2.0.php
When starting the windows version, use the bat file instead of the exe.
What video card are you using?
#130
The Mega Archive / Re: Forum is dead?
September 22, 2013, 04:52:23 PM
#131
Resources / Re: old school hax
September 20, 2013, 01:54:46 PM
sparky that's not how you make a patch
plus you seem to have modified more than was necessary
plus you can just make a newmap and select the whole thing and texture it how you want and save it and make an alias and use that instead of /newmap


Index: octa.cpp
===================================================================
--- octa.cpp    (revision 4895)
+++ octa.cpp    (working copy)
@@ -59,7 +59,10 @@
         c->visible = 0;
         c->merged = 0;
         setfaces(*c, face);
-        loopl(6) c->texture[l] = DEFAULT_GEOM;
+        loopl(6)
+        {
+            c->texture[l] = 2+l;
+        }
         c->material = mat;
         c++;
     }
@@ -311,7 +314,8 @@
         texs[numtexs++] = tex;
     }
     loopirev(numtexs) if(!i || texs[i] > DEFAULT_SKY) return texs[i];
-    return DEFAULT_GEOM;
+    //----return DEFAULT_GEOM;
+    return p.texture[orient];
}

void forcemip(cube &c, bool fixtex)
@@ -660,7 +664,6 @@
{
     switch(i)
     {
-        default:
#define GENCUBEVERT(n, x, y, z) \
         case n: \
             v = T(edgeget(cubeedge(c, 0, y, z), x), \
@@ -674,9 +677,9 @@

void genfaceverts(const cube &c, int orient, ivec v[4])
{
+
     switch(orient)
     {
-        default:
#define GENFACEORIENT(o, v0, v1, v2, v3) \
         case o: v0 v1 v2 v3 break;
#define GENFACEVERT(o, n, x,y,z, xv,yv,zv) \
Index: octaedit.cpp
===================================================================
--- octaedit.cpp        (revision 4895)
+++ octaedit.cpp        (working copy)
@@ -59,7 +59,7 @@
     xtraverts += 2*int(xs+ys);
}

-selinfo sel, lastsel, savedsel;
+selinfo sel, lastsel;

int orient = 0;
int gridsize = 8;
@@ -82,16 +82,12 @@
     sel.orient = orient;
);

-int moving = 0;
-ICOMMAND(moving, "b", (int *n),
-{
-    if(*n >= 0)
-    {
-        if(!*n || (moving<=1 && !pointinsel(sel, cur.tovec().add(1)))) moving = 0;
-        else if(!moving) moving = 1;
-    }
-    intret(moving);
-});
+VARF(moving, 0, 0, 1,
+    if(!moving) return;
+    vec v(cur.v); v.add(1);
+    moving = pointinsel(sel, v);
+    if(moving) havesel = false; // tell cursorupdate to create handle
+);

VARF(gridpower, 0, 3, 12,
{
@@ -108,14 +104,11 @@

void forcenextundo() { lastsel.orient = -1; }

-extern void hmapcancel();
-
void cubecancel()
{
     havesel = false;
     moving = dragging = hmapedit = passthroughsel = 0;
     forcenextundo();
-    hmapcancel();
}

void cancelsel()
@@ -200,11 +193,6 @@
COMMAND(reorient, "");
COMMAND(selextend, "");

-ICOMMAND(selmoved, "", (), { if(noedit(true)) return; intret(sel.o != savedsel.o ? 1 : 0); });
-ICOMMAND(selsave, "", (), { if(noedit(true)) return; savedsel = sel; });
-ICOMMAND(selrestore, "", (), { if(noedit(true)) return; sel = savedsel; });
-ICOMMAND(selswap, "", (), { if(noedit(true)) return; swap(sel, savedsel); });
-
///////// selection support /////////////

cube &blockcube(int x, int y, int z, const block3 &b, int rgrid) // looks up a world cube, based on coordinates mapped by the block
@@ -229,8 +217,9 @@

void countselchild(cube *c, const ivec &cor, int size)
{
-    ivec ss = ivec(sel.s).mul(sel.grid);
-    loopoctaboxsize(cor, size, sel.o, ss)
+    ivec ss(sel.s);
+    ss.mul(sel.grid);
+    loopoctabox(cor, size, sel.o, ss)
     {
         ivec o(i, cor.x, cor.y, cor.z, size);
         if(c[i].children) countselchild(c[i].children, o, size/2);
@@ -273,17 +262,23 @@
     sel.s.z = abs(lastcur.z-cur.z)/sel.grid+1;
}

-bool editmoveplane(const vec &o, const vec &ray, int d, float off, vec &handle, vec &dest, bool first)
+void editmoveplane(const vec &o, const vec &ray, int d, float off, vec &handle, vec &dest, bool first)
{
     plane pl(d, off);
     float dist = 0.0f;
-    if(!pl.rayintersect(player->o, ray, dist))
-        return false;

-    dest = vec(ray).mul(dist).add(player->o);
-    if(first) handle = vec(dest).sub(o);
-    dest.sub(handle);
-    return true;
+    if(pl.rayintersect(player->o, ray, dist))
+    {
+        dest = ray;
+        dest.mul(dist);
+        dest.add(player->o);
+        if(first)
+        {
+            handle = dest;
+            handle.sub(o);
+        }
+        dest.sub(handle);
+    }
}

inline bool isheightmap(int orient, int d, bool empty, cube *c);
@@ -306,20 +301,19 @@

     if(moving)
     {
-        static vec dest, handle;
-        if(editmoveplane(sel.o.tovec(), camdir, od, sel.o[D[od]]+odc*sel.grid*sel.s[D[od]], handle, dest, moving==1))
+        ivec e;
+        static vec v, handle;
+        editmoveplane(sel.o.tovec(), camdir, od, sel.o[D[od]]+odc*sel.grid*sel.s[D[od]], handle, v, !havesel);
+        if(!havesel)
         {
-            if(moving==1)
-            {
-                dest.add(handle);
-                handle = ivec(handle).mask(~(sel.grid-1)).tovec();
-                dest.sub(handle);
-                moving = 2;
-            }
-            ivec o = ivec(dest).mask(~(sel.grid-1));
-            sel.o[R[od]] = o[R[od]];
-            sel.o[C[od]] = o[C[od]];
+            v.add(handle);
+            (e = handle).mask(~(sel.grid-1));
+            v.sub(handle = e.tovec());
+            havesel = true;
         }
+        (e = v).mask(~(sel.grid-1));
+        sel.o[R[od]] = e[R[od]];
+        sel.o[C[od]] = e[C[od]];
     }
     else
     if(entmoving)
@@ -339,7 +333,7 @@
                        | (passthroughcube==1 ? RAY_PASS : 0), gridsize, entorient, ent);

         if((havesel || dragging) && !passthroughsel && !hmapedit)     // now try selecting the selection
-            if(rayboxintersect(sel.o.tovec(), vec(sel.s.tovec()).mul(sel.grid), player->o, camdir, sdist, orient))
+            if(rayrectintersect(sel.o.tovec(), vec(sel.s.tovec()).mul(sel.grid), player->o, camdir, sdist, orient))
             {   // and choose the nearest of the two
                 if(sdist < wdist)
                 {
@@ -374,7 +368,7 @@
             if(gridlookup && !dragging && !moving && !havesel && hmapedit!=1) gridsize = lusize;
             int mag = lusize / gridsize;
             normalizelookupcube(int(w.x), int(w.y), int(w.z));
-            if(sdist == 0 || sdist > wdist) rayboxintersect(lu.tovec(), vec(gridsize), player->o, camdir, t=0, orient); // just getting orient
+            if(sdist == 0 || sdist > wdist) rayrectintersect(lu.tovec(), vec(gridsize), player->o, camdir, t=0, orient); // just getting orient
             cur = lu;
             cor = vec(w).mul(2).div(gridsize);
             od = dimension(orient);
@@ -458,7 +452,7 @@
     }

     // selections
-    if(havesel || moving)
+    if(havesel)
     {
         d = dimension(sel.orient);
         glColor3ub(50,50,50);   // grid
@@ -498,9 +492,9 @@

static bool haschanged = false;

-void readychanges(const ivec &bbmin, const ivec &bbmax, cube *c, const ivec &cor, int size)
+void readychanges(block3 &b, cube *c, const ivec &cor, int size)
{
-    loopoctabox(cor, size, bbmin, bbmax)
+    loopoctabox(cor, size, b.o, b.s)
     {
         ivec o(i, cor.x, cor.y, cor.z, size);
         if(c[i].ext)
@@ -523,7 +517,7 @@
                 discardchildren(c[i], true);
                 brightencube(c[i]);
             }
-            else readychanges(bbmin, bbmax, c[i].children, o, size/2);
+            else readychanges(b, c[i].children, o, size/2);
         }
         else brightencube(c[i]);
     }
@@ -550,7 +544,17 @@
void changed(const block3 &sel, bool commit = true)
{
     if(sel.s.iszero()) return;
-    readychanges(ivec(sel.o).sub(1), ivec(sel.s).mul(sel.grid).add(sel.o).add(1), worldroot, ivec(0, 0, 0), worldsize/2);
+    block3 b = sel;
+    loopi(3) b.s[i] *= b.grid;
+    b.grid = 1;
+    loopi(3)                    // the changed blocks are the selected cubes
+    {
+        b.o[i] -= 1;
+        b.s[i] += 2;
+        readychanges(b, worldroot, ivec(0, 0, 0), worldsize/2);
+        b.o[i] += 1;
+        b.s[i] -= 2;
+    }
     haschanged = true;

     if(commit) commitchanges();
@@ -920,58 +924,58 @@
     e = NULL;
}

-struct prefabheader
+struct octabrushheader
{
     char magic[4];
     int version;
};

-struct prefab : editinfo
+struct octabrush : editinfo
{
     char *name;

-    prefab() : name(NULL) {}
-    ~prefab() { DELETEA(name); if(copy) freeblock(copy); }
+    octabrush() : name(NULL) {}
+    ~octabrush() { DELETEA(name); if(copy) freeblock(copy); }
};

-static inline bool htcmp(const char *key, const prefab &b) { return !strcmp(key, b.name); }
+static inline bool htcmp(const char *key, const octabrush &b) { return !strcmp(key, b.name); }

-static hashset<prefab> prefabs;
+static hashset<octabrush> octabrushes;

-void delprefab(char *name)
+void delbrush(char *name)
{
-    if(prefabs.remove(name))
-        conoutf("deleted prefab %s", name);
+    if(octabrushes.remove(name))
+        conoutf("deleted brush %s", name);
}
-COMMAND(delprefab, "s");
+COMMAND(delbrush, "s");

-void saveprefab(char *name)
+void savebrush(char *name)
{
     if(!name[0] || noedit(true) || (nompedit && multiplayer())) return;
-    prefab *b = prefabs.access(name);
+    octabrush *b = octabrushes.access(name);
     if(!b)
     {
-        b = &prefabs[name];
+        b = &octabrushes[name];
         b->name = newstring(name);
     }
     if(b->copy) freeblock(b->copy);
     protectsel(b->copy = blockcopy(block3(sel), sel.grid));
     changed(sel);
-    defformatstring(filename)(strpbrk(name, "/\\") ? "packages/%s.obr" : "packages/prefab/%s.obr", name);
+    defformatstring(filename)(strpbrk(name, "/\\") ? "packages/%s.obr" : "packages/brush/%s.obr", name);
     path(filename);
     stream *f = opengzfile(filename, "wb");
-    if(!f) { conoutf(CON_ERROR, "could not write prefab to %s", filename); return; }
-    prefabheader hdr;
+    if(!f) { conoutf(CON_ERROR, "could not write brush to %s", filename); return; }
+    octabrushheader hdr;
     memcpy(hdr.magic, "OEBR", 4);
     hdr.version = 0;
     lilswap(&hdr.version, 1);
     f->write(&hdr, sizeof(hdr));
     streambuf<uchar> s(f);
-    if(!packblock(*b->copy, s)) { delete f; conoutf(CON_ERROR, "could not pack prefab %s", filename); return; }
+    if(!packblock(*b->copy, s)) { delete f; conoutf(CON_ERROR, "could not pack brush %s", filename); return; }
     delete f;
-    conoutf("wrote prefab file %s", filename);
+    conoutf("wrote brush file %s", filename);
}
-COMMAND(saveprefab, "s");
+COMMAND(savebrush, "s");

void pasteblock(block3 &b, selinfo &sel, bool local)
{
@@ -983,31 +987,31 @@
     sel.orient = o;
}

-void pasteprefab(char *name)
+void pastebrush(char *name)
{
     if(!name[0] || noedit() || (nompedit && multiplayer())) return;
-    prefab *b = prefabs.access(name);
+    octabrush *b = octabrushes.access(name);
     if(!b)
     {
-        defformatstring(filename)(strpbrk(name, "/\\") ? "packages/%s.obr" : "packages/prefab/%s.obr", name);
+        defformatstring(filename)(strpbrk(name, "/\\") ? "packages/%s.obr" : "packages/brush/%s.obr", name);
         path(filename);
         stream *f = opengzfile(filename, "rb");
-        if(!f) { conoutf(CON_ERROR, "could not read prefab %s", filename); return; }
-        prefabheader hdr;
-        if(f->read(&hdr, sizeof(hdr)) != sizeof(prefabheader) || memcmp(hdr.magic, "OEBR", 4)) { delete f; conoutf(CON_ERROR, "prefab %s has malformatted header", filename); return; }
+        if(!f) { conoutf(CON_ERROR, "could not read brush %s", filename); return; }
+        octabrushheader hdr;
+        if(f->read(&hdr, sizeof(hdr)) != sizeof(octabrushheader) || memcmp(hdr.magic, "OEBR", 4)) { delete f; conoutf(CON_ERROR, "brush %s has malformatted header", filename); return; }
         lilswap(&hdr.version, 1);
-        if(hdr.version != 0) { delete f; conoutf(CON_ERROR, "prefab %s uses unsupported version", filename); return; }
+        if(hdr.version != 0) { delete f; conoutf(CON_ERROR, "brush %s uses unsupported version", filename); return; }
         streambuf<uchar> s(f);
         block3 *copy = NULL;
-        if(!unpackblock(copy, s)) { delete f; conoutf(CON_ERROR, "could not unpack prefab %s", filename); return; }
+        if(!unpackblock(copy, s)) { delete f; conoutf(CON_ERROR, "could not unpack brush %s", filename); return; }
         delete f;
-        b = &prefabs[name];
+        b = &octabrushes[name];
         b->name = newstring(name);
         b->copy = copy;
     }
     pasteblock(*b->copy, sel, true);
}
-COMMAND(pasteprefab, "s");
+COMMAND(pastebrush, "s");

void mpcopy(editinfo *&e, selinfo &sel, bool local)
{
@@ -1107,8 +1111,7 @@

COMMAND(clearbrush, "");
COMMAND(brushvert, "iii");
-void hmapcancel() { htextures.setsize(0); }
-COMMAND(hmapcancel, "");
+ICOMMAND(hmapcancel, "", (), htextures.setsize(0); );
ICOMMAND(hmapselect, "", (),
     int t = lookupcube(cur.x, cur.y, cur.z).texture[orient];
     int i = htextures.find(t);
@@ -1118,12 +1121,21 @@
         htextures.remove(i);
);

+inline bool ishtexture(int t)
+{
+    loopv(htextures)
+        if(t == htextures[i])
+            return false;
+    return true;
+}
+
+VARP(bypassheightmapcheck, 0, 0, 1);    // temp
+
inline bool isheightmap(int o, int d, bool empty, cube *c)
{
     return havesel ||
            (empty && isempty(*c)) ||
-           htextures.empty() ||
-           htextures.find(c->texture[o]) >= 0;
+           ishtexture(c->texture[o]);
}

namespace hmap
@@ -1493,7 +1505,7 @@
                 solidfaces(c);
                 cube &o = blockcube(x, y, 1, sel, -sel.grid);
                 loopi(6)
-                    c.texture[i] = o.children ? DEFAULT_GEOM : o.texture[i];
+                    c.texture[i] = o.children ? 2+i : o.texture[i];
             }
             else
                 emptyfaces(c);
#132
The Mega Archive / Re: Forum is dead?
September 13, 2013, 03:26:53 PM
I love drama :robotnikfly: :knuckles: :cucky: :flicky: :pecky: :pocky: :rocky: :ricky:
#133
The Mega Archive / Re: Forum is dead?
September 07, 2013, 08:16:27 PM
No, they will be compatible if we create and edit them with tess.
#134
The Mega Archive / Re: Forum is dead?
August 31, 2013, 02:21:43 AM
Quote from: Leo on August 29, 2013, 03:12:11 AM
So if we can get together and make a good resource pack and release a stable version of tesseract, it'll still need some type of advertisement otherwise only people who already know about cube will play it and those who search for free fps shooters online.
I'm not so sure about these ideas yet. First off, there is no 'stable' version of tesseract. Second of all, even if we make a resource pack, what exactly are we releasing? "Tesseract - experimental 3D engine with a resource pack"? I don't think we have something to advertise yet.

What we can do, however, is to make a sort of starter kit so mappers like us can start using tesseract to make maps and content, so we can contribute to the core tesseract resources with finished high-quality maps.

So the most practical and helpful thing to do at this point, is, imo, making maps for tess.
#135
The Mega Archive / Re: Forum is dead?
August 27, 2013, 09:27:44 PM
What I'm trying to say is that we're in a transition period between the end of Sauer and the beginning of Tesseract's popularity.
#136
The Mega Archive / Re: Forum is dead?
August 27, 2013, 09:26:45 PM
Currently tesseract seems to be under eihrul and Nieb's control. There is only one map 'complex', it is pretty high quality, and there is ongoing work, but what tess needs right now are skilled mappers to either upgrade old maps or create new maps to showcase the engine's capabilities. Other resources such as weapon models and textures are good contributions, I guess. Contact them directly in irc.freenode.net #tesseract to talk about it. Alternatively, we could setup our own texture and mapmodel sets that we can use directly with tesseract, so we don't have to wait for Nieb or eihrul to include them in the default. We can setup a mappinghell tesseract resource pack (which should be roughly compatible with sauer as well). As an example we have the loopix tex set that I started. Just contribute resources into the tesseract resources section.

A simple way to make a texture pack is to find a bunch of photos, those will be your base, so choose them wisely, don't include too many of the same type (for example 10 brick textures and 1 floor texture), make sure they apply to a wide array of situations (an example would be 2 brick textures, 2 floor, 2 trim, 2 ceiling textures), then you can use a good bumpmap generator like CrazyBump for example (it's pretty good), or whatever suits you, but in the end, you should have high-quality normal, depth and specularity maps. And by high-quality I mean they should look properly 3-dimensional instead of obviously generated from the base texture (that's why it's a bit of work to get them to look right).

As for mapmodels, you can use Blender, create an object, add an UV map, a texture and export it as obj. It is possible to write a python plugin to export them directly into mapmodels, if we happen to be mass exporting.

The approach Nieb is taking is he adds only the required resources for the existing maps, they are not including texture sets that are unused by core maps (at least it looks that way). Which is fine, we just add our own resource pack.

The reason why I'm suggesting that we create new content is that the old content is just that - old, and we're tired of it. I also recommend creating custom textures and mapmodels for each map or project. Resources should be specific to a map or a set of maps, to make them more distinct and recognizable ("oh the map with the funky wall textures!").
#137
Red Eclipse / Re: Modular brush set (pipes)
August 23, 2013, 04:35:29 AM
Some 45 degree cylinders in this ogz
#138
The Mega Archive / Re: Forum is dead?
August 23, 2013, 04:28:25 AM
you'll have to get the svn from http://tesseract.gg while I'm still figuring out how to create nightly windows binaries
#139
The Mega Archive / Re: Forum is dead?
August 22, 2013, 04:24:58 PM
I don't think there will be more sauer releases. From what I understand, eihrul is focusing solely on tesseract right now. Join #tesseract on irc.freenode.net if you haven't already. So informing people about new releases - well not sure if that's going to happen for sauer, however, for tesseract, that remains possible. Tess will have more up-to-date graphic capabilities, and we will be able to see much nicer visuals. If there's anything we can do, is contribute to tess with maps, textures, models and so on. Currently only Nieb is adding content, but we might as well start a 'map for tesseract' project and start making maps - tess gameplay is insta and ctf afaik.

http://tesseract.gg/

I'll try to setup a nightly build again too.
#140
The Mega Archive / Re: Forum is dead?
August 21, 2013, 07:47:12 PM
Guys, I personally got bored with sauer.

I'll continue to host the forum indefinately.

I am waiting for tesseract to release so I can make a new frogmod and also to help promote the game.

Btw, if you guys can afford it, tesseract is accepting donations. It all goes into the content (maps, textures, mapmodels etc).