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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, 12521680 views, last view: 11/01/2024 19:25

for questions, announcements etc.

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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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#10647: Help with making Map Models please

by Johnrad on 06/12/2008 18:34

i would like to make my own mapmodel so that it can be seen in the sauerbraten game, but i dont know what to do. i am new at the game, but i would love to be able to make my own items to be seen in the game. help please. you can send any info right to my email at john_konrad@yahoo.com
thanks!

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#10648: Re: Help with making Map Models please

by SanHolo on 06/12/2008 22:00, refers to #10647

http://cube.wikispaces.com/Mapping+and+Editing

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#10649: short shot

by MyUnderpantsAreOnFire on 06/13/2008 02:09

Greetings!

Dont want to open a new thread for a silly little question so I hope the general is right.

Is Cube 29.08.2005 the latest and final official release on sourceforge?

Thanks in advance

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#10650: ..

by {Qs}Homicidal on 06/13/2008 02:09

yep as far as cube 1 go's

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#10651: AAAAUGH!

by JBridge on 06/13/2008 02:56

I'm trying to replace the sound that plays when you die with something a little more famous. Will a .ogg file work, or do I have to convert it to .wav, as the current files are?

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#10652: Re: AAAAUGH!

by Hirato Kirata on 06/13/2008 03:02, refers to #10651

.ogg, .wav, .mid and .mp3 should work fine as music or sounds

if it's for filetypes other than ogg or wav, you'll have to insist on the extension though

on a side note, on POSIX systems, mp3 needs smpeg, and mid needs timidity or a similar midi library

~Hirato Kirata

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#10653: Re: AAAAUGH!

by JBridge on 06/13/2008 03:04, refers to #10652

Right then. Pvt. Wilhelm signing off.

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#10654: Re: AAAAUGH!

by MovingTarget on 06/13/2008 04:18, refers to #10653

Just one more thing: The engine is picky about what kind of .wav file you're using, so you're better off using .ogg. If you really wanna go wav, though, it's microsoft adpcm.

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#10655: Re: AAAAUGH!

by JBridge on 06/13/2008 09:38, refers to #10654

Thanks. The .ogg in question is the copy of the Wilhelm scream from Wikipedia. For some reason, it sounds soft. Oh well- it's good enough for me.

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