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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12519442 views, last view: 11/01/2024 15:43

for questions, announcements etc.

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#10799: Re: New Map?

by Gambit on 06/29/2008 22:30, refers to #10798

Type /newmap or /newmap #, where # is the map size you want. If

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#10800: Re: New Map?

by Gambit on 06/29/2008 22:33, refers to #10799

oops, I accidentally touched my touchpad when the cursor was on the submit button. I was just going to say that if you find that the map size is too small later, you can always double it with /mapenlarge

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#10801: Re: New Map?

by tentus_ on 06/29/2008 23:38, refers to #10800

Oh that reminds me. Is there a way that someone could script it out where the map is enlarged and the existing geometry and ents are shifted over to the new center (or some extras be added to the command)? I've been talking with some folks about making some RPG maps, and one of their chief complaints was that they would realize they needed some more room for distant geometry and such, but moving everything was a frequently frustrating and error-prone problem.

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#10802: Re: New Map?

by SheeEttin on 06/30/2008 01:06, refers to #10801

If there are commands to set the selection, sure, it'd be trivial.
I'm not aware of any, though.

As for shifting to the new center, I'm not sure why they find it so hard. Just /mapenlarge, set gridpower to an appropriate size, select the old working area, hit KP_ENTER (or /entselect insel) and shift (with the shift key) the selection up and to the center.

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#10803: ..

by MovingTarget on 06/30/2008 03:35

Is it possible to create an RSS feed for Quadropolis recent content?

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#10804: Re: New Map?

by tentus_ on 06/30/2008 08:20, refers to #10802

Their complaint about that (I showed them how on two separate occasions) was that they found it to contain a high error risk. One mistake and you've just deleted or misplaced half your map (and you might not realize it immediately if you're not familiar with Sauer).

It's one of those things that yeah, anyone with much experience could pull it off flawlessly... but considering how difficult it would be to implement (read: not very), wouldn't it make more sense for us to just lend the newcomers a hand? It's not like they're asking for dynamic terrain or deformable water or flickering lights, just an augmentation to an existing command. I've looked at line 1027 of world.cpp, we are not talking about a complex command.

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#10805: Re: New Map?

by SheeEttin on 06/30/2008 15:31, refers to #10804

Yeah, for you... :P

I've demonstrated before that I totally suck at C, so if you (or anyone) wants to implement the command to set the selection to something arbitrary, I can do the rest.

Oh, and we can certainly do flickering lights now... See the dynamic rocket/grenade/explosion lights. (And there's the pulseglow shaders, too.)

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#10806: Re: New Map?

by Quin on 07/01/2008 07:37, refers to #10805

Yeah, but dynlights are very limited in use and for shaders only. As for the selection stuff, I'll look into it after the BF release is done with, sounds interesting and I've been meaning to play with the editor more.

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#10807: Regarding texture scaling

by SephoD on 07/01/2008 14:39

I just wanted to get your thoughts about this...

I am making an RPG world that I want to make as realistic as possible. I have a lot of textures that I have either bought or made myself in high resolution (up to 10.000 x 10.000 px). I find that I get the best resolution on textures ingame by using these big textures and scaling them down using scaletex 0.1

What I am wondering is if this does lower the fps a lot? I have applied some of these textures on large areas without noticing a big framerate drop but I just thought of asking if anyone had done this before and could let me know if this was a really bad idea...

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#10808: Re: Regarding texture scaling

by Hirato Kirata on 07/01/2008 15:24, refers to #10807

fyi, most video cards are limited to 8192^2 pixels (and older ones, even less). also using textures above 1024^2 is just overkill, any sauer mapper can tell you that.

this may be acceptable for a few textures, but remember, the images are not compressed in memory, so using a lot of big textures become very taxing on loading times (especially the initial load), and can trigger substantial FPS drops, specially due to the huge space they occupy in memory

For future reference, 1024^2's the current sane limit

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#10809: Re: Regarding texture scaling

by SheeEttin on 07/01/2008 16:21, refers to #10807

Someone recently mentioned (mitaman, I think) that he creates textures twice as large as they need to be and then scales them with texscale .5.
That's probably acceptable, but huge (10,000 px sq) isn't, really. As Hirato Kirata mentioned, it's going to eat up all the video memory.

One of the big draws of Sauer is that you get high quality on older hardware. We don't want to exclude that part of the fan base, now do we? :)

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#10810: Re: Regarding texture scaling

by SephoD on 07/01/2008 16:42, refers to #10809

He he I get the point :)

Its still amazing how much better the textures look if you scale them down this much, have you guys tried this? I used a grass texture sized around 8000^2 and it looked amazing, almost as being outside :)

But I will try to scale this down a bit and use as few high-res textures as possible :)

Thank you for your pointers :)

P.s. The heightmap problem is still annoying me. Does anyone know where I can find the code for the heightmap... I really want to try to get it down one cubesize :)

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#10811: Detail Mapping

by Osbios on 07/01/2008 16:52

You don't need such big textures. Textures with Detail Mapping would also look nice.

Detail Mapping in the left side:
http://wiki.delphigl.com/index.php/Bild:Detailtex.jpg

Basically you just scale a repetitive noise texture down and lay it over the real texture. I'm sure you can do this in Sauerbraten with shaders. I tried to do this in fixed-function mode but it didn't work. :(

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#10812: I have an idea.

by Blazing_Portals on 07/01/2008 21:06

How many of you know about the game Portal?

Well, I need to know a few things:
One: What type of models does Cube 2 use?
Two: Wheres a good place to learn how to use the Cubescript?

If anyone would like to help me with this small little mod, please, tell me!

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#10813: Re: Detail Mapping

by killhour__ on 07/02/2008 00:22, refers to #10811

by Osbios on 07/01/2008 16:52 through 217.87.89.203

You don't need such big textures. Textures with Detail Mapping would also look nice.

Detail Mapping in the left side:
http://wiki.delphigl.com/index.php/Bild:Detailtex.jpg

Basically you just scale a repetitive noise texture down and lay it over the real texture. I'm sure you can do this in Sauerbraten with shaders. I tried to do this in fixed-function mode but it didn't work. :(
---------------------------------

http://shadow516.googlepages.com/decaltex2.jpg

http://shadow516.googlepages.com/detailwall2.jpg

Unfortunately, it's very hard to do without obvious tiling

http://shadow516.googlepages.com/detailtex1.jpg

------------------------------

by Blazing_Portals on 07/01/2008 21:06 through 96.26.233.19

How many of you know about the game Portal?

Well, I need to know a few things:
One: What type of models does Cube 2 use?
Two: Wheres a good place to learn how to use the Cubescript?

If anyone would like to help me with this small little mod, please, tell me!

----------------------------------------

tentus':

http://quadropolis.us/node/1066

mine:

http://www.quadropolis.us/node/1086

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#10814: Error with core textures

by eragon on 07/02/2008 04:12

when i load sauerbraten.exe it tell me that it could not find core textures.

can anyone help?

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#10815: Re: Error with core textures

by MovingTarget on 07/02/2008 04:20, refers to #10814

Run sauerbraten.bat in the main folder.

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#10816: Re: config for controller

by MovingTarget on 07/02/2008 04:24, refers to #10797

Where exactly are these "detailed instructions"? They're not on the wiki, as far as I can tell, and there not in the node, unless I totally skipped over them.

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#10817: Re: config for controller

by Quin on 07/02/2008 05:08, refers to #10816

In the its readme or source files.

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#10818: Sauerbraten

by DBV on 07/02/2008 12:19

Hello everyone :)
I am currently playing Sauerbraten on Mac OS X.
I am into it so far, but I would like a more realistic setting without Devils and other Monsters. :)
Are there any Mods wich would make Sauerbraten look different?
Excuse me if this Question ist stupid, but I am new to this subject :).

Greetings,
Nick

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