Sounds good. Trying out it On Sun, May 17, 2009 at 4:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > oh but hey kent, to figure out the right scale in scripts you can put one > in the editor and try and match it up and then do that same scale in script > > On Sun, May 17, 2009 at 4:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> makin the scripts resize the model is the way to go, it'd be too hard to >> match the size of the other model exactly >> >> >> On Sun, May 17, 2009 at 3:20 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> hey alan, the new model is not the same size as the old models i scripted >>> in. So what's easier... >>> >>> 1) making the new models the old size >>> 2) making new scripts for the new models >>> >>> >>> On Sun, May 17, 2009 at 3:11 PM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> It looks pretty sweet wurmz. Alan was saying earlier that ms3d don't >>>> contain textures in them. I'm not sure what he does to fix it but he knows >>>> how >>>> >>>> >>>> On Sun, May 17, 2009 at 2:27 PM, Matthew Freeland < >>>> mattthefiend@xxxxxxxxx> wrote: >>>> >>>>> Argh, stupid catwalk seems to have lost its texture some how :( >>>>> >>>>> >>>>> On Sun, May 17, 2009 at 2:24 PM, Apache User < >>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>>>> >>>>>> User:wurmz >>>>>> >>>>>> Message: Put in a prototype of the Catwalk I was talking about earlier >>>>>> for the scripted path breakdown and put one up in the back of the scary >>>>>> cave >>>>>> monster room so you can take a look. Didn't want to overwrite the wooden >>>>>> platforms that are already there. >>>>>> >>>>>> <Files Changed> >>>>>> A Art/Models/CaveMap/Catwalk.ms3d >>>>>> U Scripts/Maps/cavemap_geometry.lua >>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >> >