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Cube & Cube 2 FORUM


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

for questions, announcements etc.

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#10627: HELLP!

by Needs Help Guy on 06/08/2008 07:47

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

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

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

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

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

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

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

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

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

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

Good news.

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#10638: Flickering white lines along seams?

by Logbomb on 06/11/2008 22:04

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

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

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

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

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

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

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

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

Waving trees are probably better done with a vertex shader on the leaf texture btw.

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