General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12522893 views, last view: 11/01/2024 21:30 |
|
for questions, announcements etc.
|
|
Board Index
|
|
#11007: .. |
by Orz
on 07/25/2008 04:39
|
|
Just wanted to say that I love this game. You developers are awesome.
reply to this message
|
|
#11008: Q: About a command |
by drebenK
on 07/25/2008 16:00
|
|
Hey guys what was the command that allows me to edit an entety? I mean I typed a command with which I was able to put the numbers for map model and the HP for the barrel but I forgot it.
So can anybody type me that command?
reply to this message
|
|
#11009: Re: Q: About a command |
by SheeEttin
on 07/25/2008 16:31, refers to #11008
|
|
http://sauerbraten.org/docs/editref.html#entset
reply to this message
|
|
#11010: .. |
by drebenK
on 07/25/2008 16:55
|
|
@SheeEttin thanks mate it was this part:
/entset type value1 value2 value3 value4
BTW is there a way to rotate the mapmodels or ents acording to the Y or Z axis? Right now when I put a model or an ent I can only rotate it acording the X axis (with holding R and the mouse scroll). No matter which side I select with the mouse when I rotate the model it only rotates acording to the X axis so is there a way to rotate it acording the other two axis?
reply to this message
|
|
#11011: .. |
by Osbios
on 07/25/2008 18:38
|
|
Use the "PERIOD" key. Or editbind some other key with selentedit.
This will open the command line with /entset + the values of the selected ent. So you don't have to rewrite all the values.
reply to this message
|
|
#11012: Re: .. rotating mapmodels |
by steve_e
on 07/26/2008 05:52, refers to #11010
|
|
You would need to write a .cfg for the model that changes its mdlpitch and/or mdlyaw so it is not something you can dynamically change in game.
reply to this message
|
|
#11013: .. |
by drebenK
on 07/26/2008 13:47
|
|
@Osbios yeeees that was the key the "Period" thanks mate.
@steve_e so you are saying that if I want to rotate an object acording to the Z or Y axis I need to make a cfg file and put some text for each model in it?
OK I have another two questions. On the picture from the link there are some textures that I don't get when I run the editor and open my map.
http://img148.imageshack.us/img148/9387/texturesjr2.jpg
These are textures from the RPG maps. They have corners for grass and roads. So whot do I need to do to add them to the textures that I'm using in my map? Because in the RPG map when I press F2 there are only 4 pages of textures and in my map there are 11 pages with textures.
And the other question is related to the fact that each time I enter and exit edit mode the barrles that I put on my map are being placed in slightly different position than the original position. So I need to enter and exit edit mode several times in order for them to be placed back in their original position. Is there a special way to put barrels or boxes so that the are being placed at their original position no matter how often I enter and exit edit mode?
reply to this message
|
|
#11014: Re: .. 11081 |
by steve_e
on 07/26/2008 14:01, refers to #11013
|
|
Yes, you will need to make a sub folder and place a mapmodel .cfg in that folder altering the pitch/yaw of the original mapmodel.
Take a look at Sauerbraten\packages\models\steve_e\doors\trapdoor to see how I have re-used the mapmodel's .md3 in various sizes by specifying a different .cfg. You would do something similar except change the model's pitch and/or yaw.
With the barrels (same with boxes and at times with platforms) they seem to be exceedingly difficult to place accurately as the physics of these entities appears to make them land on load a little differently each time and therefore can not be placed with a degree of surety like a mapmodel...
This can be a real problem as often I have found barrels and platforms have actually escaped and fallen through/outside the map on load - triggering a platform that is floating somewhere out of the map is of little use! So, I do not think there is actually a workable solution to this problem from a map editing perspective - if there is I would really like to know myself!
reply to this message
|
|
#11015: Mouse trouble |
by samsq
on 07/26/2008 16:00
|
|
Whenever I play Assaultcube, I cannot lookaround using the mouse. I just downloaded this game, so I have no understanding of how it works. Help
reply to this message
|
|
#11016: Setting up LAN Server |
by silvr
on 07/27/2008 01:48
|
|
How do you set up a LAN server so that only the people on the LAN can play
reply to this message
|
|
#11017: Re: Setting up LAN Server |
by SanHolo
on 07/27/2008 15:07, refers to #11016
|
|
You start a server.
Others type /lanconnect.
done.
reply to this message
|
|
#11018: .. |
by drebenK
on 07/27/2008 16:13
|
|
@steve_e thanks for the explanations. Now I need answers only to these two questions.
1. On the picture from the link there are some textures that I don\'t get when I run the editor and open my map.
http://img148.imageshack.us/img148/9387/texturesjr2.jpg
These are textures from the RPG maps. They have corners for grass and roads. So whot do I need to do to add them to the textures that I\'m using in my map? Because in the RPG map when I press F2 there are only 4 pages of textures and in my map there are 11 pages with textures.
2. How do you make a ladder in the map? I made a ladder using the smallest grid size qubes but everytime I go to it and if I hold \"W\" I just don\'t start climbing the ladder. It\'s as if the ladder is a wall. Is there a special way of designing ladders or?
reply to this message
|
|
#11019: Re: .. |
by steve_e
on 07/27/2008 17:00, refers to #11018
|
|
I can't help you with the textures from the RPG game - I don't know whether they are external to that engine or not so I wouldn't know whether they are located in the base directory. If they are you would possibly need to load them in your map's .cfg.
With the ladders, have a look at the ladder mpa in the base folder - type 'map ladder' (without the quotes) in the console to load. Basically you need to design the ladder more like a ramp rather than a 'wall'.
reply to this message
|
|
#11020: Re: .. |
by tentus_
on 07/27/2008 17:47, refers to #11018
|
|
About textures:
Copy from the rpg map's cfg file to get the textures that the author added in. Not all the textures in Sauer are linked to in the default settings, you need to find places where people have linked them up previously and use their cfgs. Once you've got a firm grasp on how it all works, you'll probably want to start writing your own custom configurations to more closely match your own needs. :)
About ladders:
If you take a very close look at all the ladders in Sauer, they're all at a slight angle. Not only does this add to realism (show me one freestanding ladder that can support my weight when it's perfectly vertical), but it also means that there is a tiny indention effect on each rung. Or, to put it another way, there are no real ladders in Sauer, just really really steep stairs. So to make your ladder work, all you really have to do is make very small indentions on each rung, so that at each step the player can get a toe on the next rung.
reply to this message
|
|
#11021: .. |
by drebenK
on 07/27/2008 22:50
|
|
@steve_e thanks mate.
@tentus_ thanks to you too.
But the problem with my ladder is that I already made it with the smallest qube size and the ladder is pretty high. This means that if I start to make it the way both of you are saying it just won't look right in the map. So I'll have to redo the ladders then.
reply to this message
|
|
#11022: .. |
by drebenK
on 07/28/2008 01:44
|
|
BTW when I add the lines for the textures from the RPG map to a cfg with the name of my map and when I run my map all previous textures are gone. This means that my past work is not texturised. So is there a way to add the RPG textures to my old textures so that when I run my map my old stuff stays texturised? I mean right now I don't have a cfg file for my map and that's why when I start it and press F2 in edit mode it gives me 11 pages with textures so is there a way to add some textures to the final page or to make a 13th page?
reply to this message
|
|
#11023: GamesRadar |
by tentus_
on 07/28/2008 03:16
|
|
Thought I'd mention that Sauerbraten was mentioned on the second page of GamesRadar's 365 Days of Free Games.
http://www.gamesradar.com/f/365-days-of-free-games/a-2008071714293190000/p-2
Always kinda neat to see your favorite FPS in the first couple of pages. Kind of annoying that their link takes you to a fileradar download though, rather than here.
reply to this message
|
|
#11024: Q: About grass. |
by drebenK
on 07/28/2008 16:31
|
|
I saw very nice looking dense grass in the rpg_01 map from the engine. It's light green and it is really dense. When I type /grass 1 in my map I get brownish gras and it's not even dense. What do I need to do so that I can use the grass from the rpg_01 map on my map?
reply to this message
|
|
#11025: Re: Q: About grass. |
by Hirato Kirata
on 07/29/2008 00:04, refers to #11024
|
|
use /autograss <texture> to load the correct coloured grass (check packages/textures for valid ones) on the last loaded texture slot
reply to this message
|
|
#11026: compiling |
by $k!llz
on 07/29/2008 01:56
|
|
ya um i need help trying to compile in codeblocks. i got it to once but my file got deleted somehow. i didnt mod the source yet so i tried to compile to see if it would work. i run the codeblocks file in c:\\\\sauerctf\\\\scr\\\\mingw abd it starts to compile and then i get
||=== sauerbraten, default ===|
C:\\\\sauerctf\\\\src\\\\shared\\\\tools.cpp||In function \\\'uint reloadMT()\\\':|
C:\\\\sauerctf\\\\src\\\\shared\\\\tools.cpp|308|error: \\\'null\\\' was not declared in this scope|
C:\\\\sauerctf\\\\src\\\\shared\\\\tools.cpp|308|error: \\\'time\\\' was not declared in this scope|
||=== Build finished: 2 errors, 0 warnings ===|
ya ya ppl r probably giont to say im a hacker but in not.plz help
reply to this message
|
|
|
Board Index
|
|