General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12533694 views, last view: 11/02/2024 19:18 |
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for questions, announcements etc.
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#10430: .. |
by DevelopII
on 04/28/2008 02:04
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I meant, like Radiant can export .map files, is there a program that can create maps for the cube 2 engine, even if there not modifiable in game?
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#10431: Re: Is there any way to make a map outside the game? |
by MovingTarget
on 04/28/2008 03:34, refers to #10429
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If he had said "Is there any way to make a map outside the *level*", I would have thought the same as you. and @10488, not to my knowledge.
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#10432: Re: .. |
by tentus_
on 04/28/2008 03:34, refers to #10430
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No. The whole point is that it's ingame, and as close to realtime as is possible for a current-gen quality game.
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#10433: Re: .. |
by tman_elite
on 04/28/2008 03:51, refers to #10432
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I personally think it would be cool to have mapmodels be able to act as geometry, allowing you to make more complex maps.
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#10434: Re: .. |
by MovingTarget
on 04/28/2008 04:16, refers to #10433
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If you wanna make more complex maps, download CVS. I personally don't know what the problem with downloading it is around here; when I did it, I had no prior experience at all, and didn't look at any tutorials.
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#10435: Re: Is there any way to make a map outside the game? |
by SheeEttin
on 04/28/2008 05:20, refers to #10431
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I see your point now. Poor reading on my part. :P
On models as geometry, it's certainly possible... the model collision is currently just a box (or is it a cylinder?).
However, you could conceivable make a model non-clipping, and put some clip or geometry inside it to make it collide the way you want. I guess that'd work pretty well, actually.
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#10436: Re: Is there any way to make a map outside the game? |
by tentus_
on 04/28/2008 06:03, refers to #10435
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Indeed. I was making some biplane models for my most recent map and decided to make the fuselage clipped by the model bounding box, but the wings were clipped by creative application of the clip material. It can be a bit painstaking to do properly (especially if you decide to move the model), but it works pretty well.
On a different note, if anyone wants a really hideous biplane md2, I've got one for you. :D
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#10437: How to change my map's game type |
by ryo2049
on 04/28/2008 19:13
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hi~
i am worrying about how to set the game type of my map(fft/dm/sp...)
thx~
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#10438: Feature or Bug ? |
by e=mc^2
on 04/28/2008 20:15
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It is possible to swim up waterfalls for example in the fanatic_caves map in Asassin edition and CVS.
Furthermore it is possible to swim up the lavafall in the hog2 map in CVS.
Is that supposed to be (physics violated)?
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#10439: Re: Feature or Bug ? |
by tentus_
on 04/28/2008 20:41, refers to #10438
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Yes, swimming up through water is supposed to happen. It's very easy for a mapper to disallow it if they so choose (just make a spike that is 1/8 the smallest gridsize and stick it square in the middle of the water. There are countless other ways to do it as well, depending on then aesthetic you want).
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#10440: .. |
by IllvilJa
on 04/28/2008 22:27
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...or embrace this ability of players to swim upstreams and simply enjoy the grim combat of the lava salmons!
Maps where the quad ONLY can be reached by swimming upstreams in lava! Only the brave (with asbestos underwear) will make it to that place and THEN those true salmons of fire can enjoy their well deserved PWNage :).
(Ok. I know. In reality, salmons do not SWIM up waterfalls... they jump past the waterfall instead... in case any picky wiseguy wanted to point that out ;) )
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#10441: Re: lava salmon |
by tentus_
on 04/28/2008 22:37, refers to #10440
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rofl, 100%.
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#10442: Re: Feature or Bug ? |
by Hirato Kirata
on 04/29/2008 00:21, refers to #10438
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Killhour decided to load the lava texture with the pulseglowworld shader and apply it to geometry, and then covered it with water. so you're in fact swimming in water, not lava :D
~Hirato Kirata
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#10443: Re: Feature or Bug ? |
by Hirato Kirata
on 04/29/2008 00:22, refers to #10438
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Killhour decided to load the lava texture with the pulseglowworld shader and apply it to geometry, and then covered it with water. so you're in fact swimming in water, not lava :D
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#10444: Re: Feature or Bug ? |
by KillHour_
on 04/29/2008 02:03, refers to #10438
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If you're climbing up the lavafall when there's a jumppad RIGHT THERE, you're an idiot, sorry to say :P
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#10445: Re: Feature or Bug ? |
by IllvilJa
on 04/29/2008 09:43, refers to #10444
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...but if you're sorry to call ppl idiots, then why don't choose some more polite word? Then you don't have to be that sorry. Just a hint ;).
Hm. Wouldn't a jumppad at the bottom of a lava/waterfall be considered a "salmonpad" as it allows you to behave like a salmon in those nature films.
To add more spice to this subthread: the salmons do swim upstreams in the streams and past (small enough) waterfalls just for one single thing: to have sex with other salmons!
Concept for a new map named "Salmon party"? Every player has to get "upstreams" in some violent lava or water stream in order to, hm, interact with other players. Of course, that interaction will not be about reproduction but rather about mindless combat.
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#10446: an important question |
by smooth69
on 04/29/2008 20:16
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hi,
sorry for the english-style. i'm german.
Why do you set this (e)-function behind the (w)-function [forward]?
i don't know the intention of (e). i don't need it. but in fight sometimes i press (e) instead of (w). and that the [beep] end of good way in a level.
in menue options i'm sure there is a possibility to change (e) in anywhere. very away of (w). But what is this (e)?
thanks for help
smooth69
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#10447: Re: an important question |
by MovingTarget
on 04/29/2008 21:27, refers to #10446
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(e) is the key to enter/exit editmode.
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#10447: Re: Feature or Bug ? |
by SheeEttin
on 04/29/2008 22:32, refers to #10445
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Hmm... A central area, bounded by water(falls), playerstarts on the outside... Could be interesting!
I may make a map like that.
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#10448: Re: an important question |
by Hirato Kirata
on 04/30/2008 01:17, refers to #10446
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um... try this
/bind F1 (getbind E)
that'll transfer the bind of E to F1
I'm just making you type the getbind E part as I forgot if it was toggledit or edittoggle :D
but it doesn't get rid of E's binding, so now type
/bind E ""
too nullify whatever bind there was
and congrats, you can now press F1 to toggle editmode instead of E!
~Hirato Kirata
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