High Resolution Textures problem

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Dark-Assassin
Maintenence Crew
Posts: 968
Joined: Fri May 25, 2012 4:25 am

RE: High Resolution Textures problem

#61

Post by Dark-Assassin » Wed Oct 15, 2014 4:54 am

Because I just haven't gotten around to it. If I were more focused on it, there would already be one.

I guess I'll do it now.


Edit: They can be found here: https://www.dropbox.com/sh/jeji2q5vjfj1 ... ouQ6JF3yca
(If they all aren't there, they may still be uploading)
Last edited by Dark-Assassin on Wed Oct 15, 2014 5:38 am, edited 1 time in total.

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Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

RE: High Resolution Textures problem

#62

Post by Empyre » Wed Oct 15, 2014 6:05 pm

There is a "problem" with the models. Many of them are facing the wrong way. For example: With models in mind, I place a medikit against a wall facing into the room, but when I load the map with these models, the medikit is facing sideways, not the way I have it facing in Doombuilder 2. If you agree to look into fixing this, I'll make an example map with all the things along the walls facing into the room, so you could easily see which things are sideways.
"For the world is hollow, and I have touched the sky."

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