General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12573176 views, last view: 11/09/2024 03:27 |
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for questions, announcements etc.
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#12506: Message censored by administrator |
by Q009
on 08/27/2009 10:20, refers to #12506
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#12507: .. |
by K1P57A
on 08/27/2009 13:26
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Hi guys,
I've run into some texturing problems. I've recently started to create / put together some urban texture pack. However I dont really like the resolution factor.
eg. My wall textures are currently scaled @ 256x256 px (4 on 4 standard cubes). Walking around on distance they look ok...
see: http://img359.imageshack.us/img359/6799/texturehr.jpg
But as soon as you get closer they pixel pretty ugly...
see: http://img363.imageshack.us/img363/6170/texturelr.jpg
My questions would be:
1. Can higher resolution textures be downscaled so that the quality will increase (eg. downscale 512x512px to 256x256px so that it will fit the 4x4 cube ratio)?
2. If yes could someone be so kind to link me to the proper wiki, where I can find the informations, or perhaps to a earlier post on how to do so?
Thanks in advance,
K1
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#12508: Re: .. |
by Nixot
on 08/27/2009 15:52, refers to #12507
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Yes, usng the "texture" command
For example: "texture 0 kip/atex.png 0 0 0 0.5" (load a normal texture from paxkages/kip/atex.png with no rotation, no moving and at half the size)
http://sauerbraten.org/docs/editref.html#texture
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#12509: .. |
by K1P57A
on 08/27/2009 16:15
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Awesome!
Thanks a lot, couldn't find it in the wiki ;) Not sayin it ain't there, maybe im just too stupid to find it :)
Have a nice day,
K1
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#12510: .. |
by K1P57A
on 08/27/2009 16:16
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Sorry, didnt even have a look at the link,
was to fast ;) Thanks!
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#12511: Re: Setting up shortcut on desktop |
by Stealth
on 08/27/2009 22:18, refers to #12504
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I think also you need to change
cd ${SAUER_DATA}
to
cd "${SAUER_DATA}"
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#12512: Changing default assignments in Autoexec.cfg |
by Cube Newb
on 08/29/2009 18:25
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I've been learning a lot about how Cube 2 works, and I've crafted a pretty involved autoexec file customizing all my menus, functionality, etc.
Part of what I am working on involves altering some things, such as the default sounds. I know you can change the default sounds through the sounds config, but I'd really like to stay as non-destructive as possible with the original C2 files. I know the sounds have to be loaded in order, but is it possible to then re-assign that sound number within the autoexec, say if I wanted to swap out an existing "death" sound with a new sound? Or would I need to call all the sounds again (in order) from the autoexec?
Second question is almost the same as the first...if I wanted to swap out default mapmodels (for example, quaddamage or green armor), is there a way, through the autoexec, that I can reassign those models nondestructively to another location? This way I could include the new models without forcefully overwriting the old ones.
Thanks in advance for any help...I am sure these have been asked before, I just haven't had any luck finding the answers :)
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#12513: Re: Changing default assignments in Autoexec.cfg |
by Stealth
on 08/29/2009 18:39, refers to #12512
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http://sauerbraten.org/docs/config.html#_minus_qs
Add this (-qDIR) to your sauerbraten.bat, and then put all the files you want to change in that folder. Sauer will choose those files over the defaults.
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#12514: .. |
by Cube Newb
on 08/29/2009 18:45
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Sweet! Thanks for the VERY rapid reply!
Will try that out momentarily :)
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#12515: .. |
by hurfdurf
on 08/29/2009 21:29
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they should call this game \"Instabraten\"
literally every server but two is some variant of instagib. why even bother having the other weapons in the game? Or other modes for that matter, they\'re a waste of coding time
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#12516: Re: .. |
by BuRnItDoWn
on 08/31/2009 21:51, refers to #12515
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Because some people like to play the other modes sometimes.
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#12517: servers.cfg |
by elit}LordQwerty
on 09/01/2009 04:53
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My ISP blocks connections on port 28787, which is the same port used to retrieve the master sever list. I would appreciate someone posting their server.cfg file so I can connect to some servers.
Thanks
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#12518: Re: servers.cfg |
by mayhem
on 09/01/2009 06:29, refers to #12517
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http://pastebin.ca/1549956
Here ya go.
expires in 1 day
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#12519: Monster scripting variables help needed |
by steveh
on 09/01/2009 13:49
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Hello,
I've created a singleplayer map in Sauerbraten with monsters. If has 28 monsters to kill. 10 of these are underground and you fall through a trapdoor to reach them. What I need to know is this.
Is there any variable that can be called fron a script that holds the number of monsters currently dead ? I only want the trapdoor to open when 18 monsters are dead leaving 10 underground.
ie,
if (monsterdead = 18) ['opentrapdoor'] else ['trapdoorclosed']
So you must kill all 18 monsters before the trapdoor will open.
I have tried /showfrags /monstertotal /frags /showfrags ect with no luck.
I see in the scripting guide that there is a variable called 'monster_dead_T' but I could not figure out have to use this.
Also I would prefer to end the game with an 'end of level trigger' rather than end when all the monsters are dead.
Thanks in advance for any advice.
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#12520: Re: Monster scripting variables help needed |
by MeatROme
on 09/01/2009 18:02, refers to #12519
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Current monsters killed is not available from CubeScript .. the SP parts of Sauerbraten are legacy and haven't been improved upon in a long time (sadly) .. be glad they're still there though, 3dotlabs was contemplating taking them out altogether!
Try "killsendsp 0" for ensuring the End-Of-Level trigger needs to be reached instead of all monsters killed.
The alternative solution to this has always been to put a monster somewhere inside an unreachable box of geometry .. so everyone will always have left one.
HTH
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#12521: Re: Monster scripting variables help needed |
by MeatROme
on 09/01/2009 18:03, refers to #12520
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Oh. BTW - wrong thread - this should've gone into "Map Editing"!
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#12522: Re: Monster scripting variables help needed |
by steveh
on 09/01/2009 18:35, refers to #12520
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Thanks for the reply. I will try your suggestions. I agree its a shame that SP lags behing MP in development. I may try blood frontier as I hear its SP orientated. Cheers.
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#12523: [Question] Compiling Sauerbraten-Engine without using an IDE |
by RungAaz
on 09/04/2009 16:14
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Hi,
i just read how to compile the sauerbraten engine with Code::Blocks and VC++.
but is there any way to compile it manually with MinGW without using an IDE.
MeatROme says:
I've not tried CodeBlocks on Windows myself, but I used to handle it via MinGW/msys manually [...]
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#12524: Re: [Question] Compiling Sauerbraten-Engine without using an |
by Quin
on 09/05/2009 02:43, refers to #12523
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As code::blocks uses mingw, I'd say the chance is likely, you just need a makefile.
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#12525: Re: [Question] Compiling Sauerbraten-Engine without using an |
by eihrul
on 09/05/2009 03:38, refers to #12523
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Look in src/vcpp dir. There is a codeblocks project in there: sauerbraten.cbp.
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