General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12524121 views, last view: 11/01/2024 23:24 |
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for questions, announcements etc.
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Board Index
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#10627: HELLP! |
by Needs Help Guy
on 06/08/2008 07:47
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I don't know how to make walls, buildings, roads... anything involved with buildings, roads...
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#10628: Re: HELLP! SILLYn00b |
by {Qs}Homicidal
on 06/08/2008 08:42, refers to #10627
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http://www.youtube.com/watch?v=DaT4BQmJGQE
http://www.youtube.com/watch?v=lCbx2D0YNew&feature=related
http://sauerbraten.org/docs/editing.html
http://sauerbraten.org/docs/editref.html
READ
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#10629: creating arches |
by n00b
on 06/09/2008 03:43
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I see many maps in Sauerbraten that have arches or curved shapes. How were they created? Did the mapmaker use the Q key and the mouse wheel to create these arches? I think it would take forever to make an arch that way. Is there a quicker more easy way to create an arch or a curved shape of any kind?
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#10630: .. |
by {Qs}Homicidal
on 06/09/2008 05:37
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once you get the hang of it its easy all done with the good'ol scroll
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#10631: Re: creating arches |
by demosthenes
on 06/09/2008 05:39, refers to #10629
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I use middle-click to select areas to curve and then scroll. I don't use the Q method, so I don't remember whether you can select with it or not.
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#10632: Importing Models From DOOM 3 |
by JBridge
on 06/09/2008 08:05
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Does anyone know which .pak the weapons are in? I heard that id Tech 4 uses a file extension that\'s compatible with Sauer.
Also, can anyone tell me which .pak the weapons are in in Quake 4?
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#10633: Re: Importing Models From DOOM 3 |
by JadeMatrix
on 06/09/2008 14:18, refers to #10632
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Try pak001.pk4 or something like that. The first one or two paks contain the universal game resources, I think.
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#10634: Re: Importing Models From DOOM 3 |
by jbuk2k7s cookie has gone
on 06/09/2008 18:09, refers to #10633
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And the md5 format (and md3, md2) is the one which is compatible with sauer.
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#10635: Re: Importing Models From DOOM 3 |
by SheeEttin
on 06/09/2008 23:13, refers to #10634
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And OBJs, now, too.
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#10636: Re: Importing Models From DOOM 3 |
by toughmccuddllo
on 06/10/2008 00:49, refers to #10635
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obj's?
really?
Sweet!
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#10637: Re: Importing Models From DOOM 3 |
by noerrorsfound-on-windows
on 06/10/2008 13:08, refers to #10635
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Good news.
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#10638: Flickering white lines along seams? |
by Logbomb
on 06/11/2008 22:04
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In both Cube and Sauer, in some places on the maps that come with them, there are flickering white lines along the seams.
It is as though the geometry is not precisely flush and you can see through the cracks. (so to speak)
Apart from this, the engine is incredible.
Does this happen to some degree for everyone?
Are there any known fixes?
I am using an ATI Radeon 9600 128 meg video card.
Thx,
LogBomb
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#10639: Re: Flickering white lines along seams? |
by jbuk2k7s cookie has gone
on 06/11/2008 22:16, refers to #10638
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There is a fix in the development version, and a new stable version should be released soon containing that and a number of other improvements. Other than that, you'll have to wait (you can't play online with the cvs (development) version.)
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#10640: Re: Flickering white lines along seams? |
by Logbomb
on 06/11/2008 22:23, refers to #10639
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Thx, that sounds great.
Any idea if there are any multiplayer improvements on the way such as improved bandwidth efficiency?
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#10641: help |
by aftasardem
on 06/11/2008 22:39
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i humbly ask to the more advanced mappers/ modellers, or someone whiling to help, to make a step by step tutorial exporting a simple animated box(say, rotating or simple moving from a to b), from blender into sauer.
something very simple but showcasing every step necessary...it would be a dream come true.
a question to the devs:
can i hope for some more advanced lighting/colision box to imported 3d models? in a possible future release, or is it something not even planned?
thanks in advance!
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#10642: Re: help |
by SheeEttin
on 06/12/2008 01:59, refers to #10641
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Rotating can be done in the model CFG, I think. See the celestial body models (too lazy to see what they actually are) in the map douze. They spin.
Moving from A to B can be done with platforms, though this falls apart if you want to use it in non-SP modes.
I'd love to give you more specific help, but I am no modeler, not by a long shot. :)
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#10643: Feature request |
by Julius
on 06/12/2008 03:10
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How about the option to add flyby sequences to your maps?
1. It would finally be possible to have a nice stating menu background map: Like the castle in Unreal 1 ;)
2. It would be possible to have a short tutorial fly by that shows the player all important spots and capture points etc. (maybe some trigger-able text would be nice for that too).
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#10644: Re: help |
by aftasardem
on 06/12/2008 03:16, refers to #10642
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thanks SheeEttin. i'm crazy about animated mapmodels, waving trees, a crane moving some boxes, etc etc....but i'm a bit slow on the animation side. i love blender, but i'm kinda of giving up on it. it is just too complicated to get into if you are a slow noob like me.
any ideas on some realy easy to learn animation soft?
config files are my bane too....(shame).
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#10645: Spinning mapmodels |
by Oh No Ghost!
on 06/12/2008 07:35
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Just so you know, you can make a model spin just by adding "mdlspin *speed value*" to its CFG. :)
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#10646: Re: help |
by Julius
on 06/12/2008 11:56, refers to #10644
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Waving trees are probably better done with a vertex shader on the leaf texture btw.
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