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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12523003 views, last view: 11/01/2024 21:40

for questions, announcements etc.

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#10739: Re: Admins and Masters

by Titanic12ship on 06/23/2008 20:54, refers to #10738

I guess I was wrong. Anyway, thanks for your help.

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#10740: Re: Admins and Masters

by SheeEttin on 06/23/2008 21:13, refers to #10738

A kick is for four hours or until the server is empty or a master /clearbans.
http://sauerbraten.org/docs/game.html#kick

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#10741: Re: Admins and Masters

by noerrorsfound(deletescookies) on 06/23/2008 21:28, refers to #10728

Admin owns the server, master is any random person.

Is this an AC question?

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#10742: Re: Admins and Masters

by Titanic12ship on 06/23/2008 22:45, refers to #10741

No, its a Sauer question.

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#10743: editing and weapons

by jetttered on 06/24/2008 00:35

how do i put weapons in my map in editing mode

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#10744: Re: editing and weapons

by tman_elite on 06/24/2008 00:52, refers to #10743

Select where you want the ammo to be, then press escape, go to editing, then go to ents. The different ammos are there I think. Otherwise you could use the console to type "/newent [ammo]". The different ammos are (I think, this is from memory) shells, rockets, grenades, riflerounds, bullets, and cartridges. Bullets are for chaingun, cartridges are for the pistol.

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#10745: glare problems

by filthylombax on 06/24/2008 02:46

i cant get the glare feature to work properly on sauerbraten. help plz

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#10746: View bob when strafing

by Fyren on 06/24/2008 09:54

It\'s probably been asked before, but I can\'t seem to find it with the search: how do you turn off the view bob that happens when strafing? Thanks.

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#10747: Re: View bob when strafing

by noerrorsfound(deletescookies) on 06/24/2008 10:35, refers to #10746

maxroll 0

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#10748: Re: View bob when strafing

by SheeEttin on 06/24/2008 16:29, refers to #10746

There's always the docs, too.

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#10749: Re: View bob when strafing

by noerrorsfound'snewcookie on 06/24/2008 18:45, refers to #10748

I was going to add a remark like that but I doubt he could have found it searching with the words "view bobbing" or anything similar.

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#10750: Follow mode

by noerrorsfound_newcookie on 06/24/2008 20:19

Why are these handy default binds from the Windows version not in the Linux version's config.cfg?

specbind "MOUSE1" [nextfollow]
specbind "MOUSE2" [nextfollow -1]

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#10751: Regarding heightmap

by SephoD_ on 06/24/2008 20:41

I was wondering if there is any way to use smaller gridsize to make heightmap, at the moment I am only able to use the original sized grid.

I know it would make the amount of vertices increase a lot, but if I could use one size smaller grid, then all terrain would look a lot better.

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#10752: Re: Regarding heightmap

by SephoD_ on 06/24/2008 20:43, refers to #10751

Also, I was wondering if one could make new brushes for the heightmap editor through a script, or if it would require hard programming.

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#10753: Re: Regarding heightmap

by SheeEttin on 06/24/2008 22:42, refers to #10751

The heightmap scales to your current gridpower. If you want a finer heightmap, reduce the gridpower (G + scroll wheel).

As for brushes, they are stored in data/brush.cfg. There are also some commands documented in there to create your own brushes in-game.

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#10754: Re: Regarding heightmap

by SephoD_ on 06/24/2008 23:24, refers to #10753

Thanks for your reply :)

If what you say is right, then I have no idea what is happening here...
If I reduce the gridpower and try to use the heightmap nothing happens...

Has anyone had that problem?

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#10755: Re: Regarding heightmap

by Osbios on 06/24/2008 23:31

Same result here. I can only use the tool with gridpower > 2.

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#10756: Re: Regarding heightmap

by SheeEttin on 06/24/2008 23:32, refers to #10754

Hit H to turn on the heightmap, then use the scroll wheel to apply it. The more clicks you go in one direction, the deeper it is applied.

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#10757: Re: Regarding heightmap

by SheeEttin on 06/24/2008 23:35, refers to #10755

Hmm.
Just tested it myself. Same here.

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#10758: Re: Regarding heightmap

by SephoD_ on 06/24/2008 23:48, refers to #10757

This would be convenient to have fixed :)

But since I have started asking questions...

I was wondering, is there any way to use a bumpmap instead of normalmap and heightmap in the shaders?

If not, does anyone know how to make normalmap and heightmap out of a bumpmap?

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