General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12516342 views, last view: 11/01/2024 11:32 |
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for questions, announcements etc.
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#11305: Re: How to make my md2 float? |
by Dthdealer
on 09/27/2008 05:39, refers to #11285
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Move the model up in your 3d program. The origin (X0,Y0,Z0) of your model is placed on the ground when you create it.
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#11306: Re: How do I export models FROM Sauerbraten? |
by SheeEttin
on 09/27/2008 05:51, refers to #11304
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Exporting what, exactly?
The map geometry can be exported to the OBJ format with /writeobj...
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#11307: Re: How do I export models FROM Sauerbraten? |
by MoooseGuy
on 09/27/2008 06:29, refers to #11306
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thank you :)
ive been searching forever for something like that :D
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#11308: Re: How do I export models FROM Sauerbraten? |
by MoooseGuy
on 09/27/2008 06:32, refers to #11306
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where do you find the exported model?
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#11309: .. |
by Hirato Kirata
on 09/27/2008 06:56
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in the root of your sauerbraten directory, last I checked
note it's completely untextured, has no normals, has no UV mapping, has no lighting (as which is probably obvious due to being untextured), it's just a mesh :)
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#11310: .. |
by -Redon-
on 09/28/2008 19:42
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..
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#11311: .. |
by -Redon-
on 09/28/2008 19:43
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argh, sry.
Those (mapname)_number.BAK files are backups, right?
How can i use them? Because i overwrote a map im working on :|
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#11312: How to add my own music in Sauerbraten |
by Botklid
on 09/28/2008 19:44
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Hello all, my name is Simon and i'm from Moscow and i'm 14 years...(this thread is not about me thought).One week ago i've downloaded Sauerbraten engine i really liked it it's a cool engine.. i've learnt how to make my own map and all but i cant find where can i delete old Sauerbraten and add my OWN music, please someone help i really hope that you will help.. and sorry if there were threads about it .. i just havent found them... :)
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#11313: Re: .. |
by eihrul
on 09/28/2008 21:20, refers to #11311
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@-Redon-: Just rename the .BAK file to .ogz
@Botklid: It's easier to just turn off the volume on the in-game music, and turn on a music player like Winamp or whatever you prefer before starting up the game
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#11314: hm |
by Botklid
on 09/29/2008 15:00
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Hm but i want to change... i dont want the easy way, i want hard way to change my music.. because im going to make some game for my friends... and they like oh yeah they like rock but another bands so i have to includ them to it... so im asking again can i make my own music for this eginge? ^^
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#11315: Re: hm |
by tentus_
on 09/29/2008 15:29, refers to #11314
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Are you sure you want to, because it's going to require typing without typos. None. So if you're prone to making eginge > engine mistakes, you might not want to try this.
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#11316: Menu |
by Botklid
on 09/30/2008 16:50
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Is there any way to create a normal in-game menu before game is loading the first level...and another question is there any way to make a video before the level?
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#11317: Re: Menu |
by tentus_
on 09/30/2008 17:06, refers to #11316
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There was a lot of discussion about your first question recently... I'm not sure what became of it.
As for your second question, no, not yet. You might be able to work something out yourself using the code created by offtools. I'm not sure how hard that'd be though, I haven't played with his code.
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#11318: Re: Menu |
by Quin
on 10/01/2008 05:22, refers to #11316
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It requires a substantial rewrite of the engine to pull off, but it is possible. Blood Frontier used to have this as its default behaviour for a while, but it was decided that it was best to throw the player into a map (and hence we also made the lobby).
One can still get the old menu in BF before loading by setting "autoconnect" to '0' (if BF is not given a server to connect to, it usually tries to connect to localhost - much like the old quake games did).
I don't know how much that helps, quite a bit has gone into Blood Frontier to pull off the more fancy stuff - like the loading backgrounds which are also used when no map is "active" to achieve a sort of "title screen" effect. You're welcome to glean bits of code from it though, if you can.
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#11319: share |
by Botklid
on 10/01/2008 16:14
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Is the cube2 is opensource and fully freeware does that means that we can make a game and make it shareware?
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#11320: Re: share |
by tentus_
on 10/01/2008 16:22, refers to #11319
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Read this:
http://sauerbraten.org/README.html#license
"If you want to produce new content with the sauerbraten engine, you have to be aware that the source code may be Open Source, but the game and the media it consist of have their individual licenses and copyrights."
Please research *before* asking questions.
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#11321: .. |
by Botklid
on 10/01/2008 19:05
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kk, so does that means that if i make completely original game i have a right to make it shareware?
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#11322: Re: .. |
by tentus_
on 10/01/2008 19:20, refers to #11321
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If you read what I linked to, you'll know the answer to that question.
Or you cold perform a search on this forum and see that your question has already been asked and answered many, many times. (Hence the irritability on my part).
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#11323: Re: .. |
by Quin
on 10/02/2008 09:51, refers to #11321
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Also: http://cube.wikispaces.com/Modding+Guide
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#11324: Zombie Survival FPSRPG |
by qubodup
on 10/02/2008 13:22
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Hey there, I want to announce that a new sauerbraten-based project started. It's hosted here <http://www.assembla.com/wiki/show/zsfpsrpg> and a discussion on it can be found on the FreeGameDev Forums there <http://forum.freegamedev.net/index.php?t=msg&th=1628>.
As you can guess from the title, it's a zombie survival fps rpg :)
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