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Thread: A sign of things to come

  1. #31

    Re: A sign of things to come

    Quote Originally Posted by p0lar_bear View Post
    Guys is didn't photoshopd this this is 100% real ok i made it in NOTEPAD!!1one

    Prometheus is canceled. We cannot complete with such an amazingly designed and aesthetically impressive application.

    Nick
    "I have only made this letter longer because I have not the time to make it shorter." —Blaise Pascal
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  2. #32

    Re: A sign of things to come

    I guess that's a win.
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  3. #33

    Re: A sign of things to come

    Sorry to bump but how is this project coming along? I am interested to see if I can extract all the mp level tags so I can use them to build my own maps soon (since some tags were not included).
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  4. #34
    Kid in the Hall Kornman00's Avatar
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    Re: A sign of things to come

    The main issues are just the shaders. Its not a straight forward process of extracting a shader from a cache file and putting it into a tag file. It has to be aggressively de-postprocessed sort to speak. And thats turning out not to be the easiest thing because it puts some data from its tag references (ie, shader_templates, shader_passes) in its postprocessing data, then it always seems to 'ignore' some fields when postprocessing to a cache file.

    Right now I'm just using a default sound tag when extracting as I haven't tried writing the reconstruction code for it but it shouldn't be a problem when I do.

    Thats the only thing thats really slowing things down, the damn shaders.

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