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Few oddities in the Nautical folder


Springheel

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I was uploading a bunch of new models and noticed that there are some really cool models in the Nautical folder that I would never would have expected to find there. I think pinkdot just put all the parts of his galleon into that folder, but some of the models, like the ship lantern, window models, and a very cool winch model, I would never think to look in the "Nautical" folder for. Any objections if I move them to more appropriate spots (window to windows folder, lantern to lights, etc)?

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Yes, they would be better in the standard folder structure types. Don't think I've even seen the winch that I recall. Sounds like it would go in mechanical and yes, light nautical is better than nautical light.

 

It's likely the only map they would break is the galleon one.

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Ok, I'll go ahead and move the models.

 

The texture issue is a separate thing...there are lots of fairly generic textures in the model folder that could also be used for brushes. That would be a nice organizational task for someone who is looking for something to do.

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TELS :)

 

I dimly remember already posting about this and I even created one or two material shaders using model textures (for wood), but I didn't have the time to go through all of them.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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There's two I'm not quite sure where to place:

 

cannon (mechanical or weapon?)

 

metal grating (mechanical? window?)

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I would put cannon under weapon but wherever it goes the mapper might not think of it. This is why I want cross-referencing or bookmark links in mechanical and also decorative.

 

The grating I would put in mechanical with a link from windows and waterworks as a drain. Also in dungeon.

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I don't know, those cross-referenced links have the potential to create a huge mess. We'd quickly have more of them then we would actual models.

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