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Discuss maps & map creation - from concept to execution to the ever elusive release.

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raneti
Posts: 148
Joined: 21 Sep 2006, 00:12

discriminatingly banned by decimator

Post by raneti »

discriminatingly banned by decimator
Last edited by raneti on 30 Nov 2006, 06:34, edited 1 time in total.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

A PM to the map's author would have sufficed... :\

I haven't tried Supreme Battlefield, but I hear it's big (which is how I like it). I may have to give it a try...
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

I know about it, but i do not care enough to fix it. Of course any1 can fix it with AF's map AI, @ least if he compiled it for this version?
raneti
Posts: 148
Joined: 21 Sep 2006, 00:12

Post by raneti »

discriminatingly banned by decimator
Last edited by raneti on 30 Nov 2006, 06:34, edited 1 time in total.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

It hasnt been recompiled yet. Expect it in the XE9.3 release.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

NOiZE wrote:I know about it, but i do not care enough to fix it. Of course any1 can fix it with AF's map AI, @ least if he compiled it for this version?

No it can't, at least not as easilly as you suggest. Map ai does not export the texture.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

If anybody does fix the false mex, I am going to raise my perpetual call for some metal in the water, at least on the full version.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Forboding Angel wrote:
NOiZE wrote:I know about it, but i do not care enough to fix it. Of course any1 can fix it with AF's map AI, @ least if he compiled it for this version?

No it can't, at least not as easilly as you suggest. Map ai does not export the texture.
you can just add metal to the correct spot on the metalmap, which can be calculated. And then compile while using the old smt.
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