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How can i make grass (like map island, _rpg1, nmp8_d)

by 1234326456 on 02/12/2007 09:17, 103 messages, last message: 03/09/2007 02:27, 35382 views, last view: 10/07/2024 01:23

How can i make grass (like map island, _rpg1, nmp8_d)? - in the new CVS

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#54: .

by Wolf Man on 02/21/2007 01:17

oh, wait, sorry, u said to check the files to see how to "check out" from the cvs, sorry, ignore my last post

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#55: ..

by Wolf Man on 02/21/2007 01:24

okay, now i AM really confused on how to check out from cvs, can someone give me, like, step by step instructions on how to get it so i can see the grass*and add it to maps*, PLEASE!!

and im really sorry for posting so many times

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#56: ..

by devoid ftw on 02/21/2007 01:42

Read please:

http://sourceforge.net/cvs/?group_id=102911

And read this thread again.

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#57: ..

by Wolf Man on 02/21/2007 01:52

oh my god, can someone just tell me straight forward what i need to go to and what i need to do?? thats all i want!

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#58: ..

by kurtis84 on 02/21/2007 02:16

You need to look at the link supplied in post #56 to learn how to do a cvs checkout. The two command lines you see on that site are what you need to use in a cvs client to checkout sauerbraten. If you are running a windows OS, you'll need to download a cvs client of some sort...basic command line cvs.exe will do fine for anonomous checkouts.

Once you have a cvs version of sauer, read post 2 and 3 to learn how to add the grass to a map.

NOW, if you cannot put these bits of info together to get this working...please give up game editing. People generally don't like stepping others through something thats been doc'ed, and asked so many times.

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#59: ..

by Wolf Man on 02/21/2007 03:24

Okay, i understand about adding the grass config, but do they mean to add it into the maps own config file?

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#60: Re: ..

by Drakas on 02/21/2007 08:33, refers to #59

...

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#61: TO CLEAR UP CONFUSION

by Der/Nalia on 02/21/2007 13:33

In the map config file:

texture 0 "texturepath/texture.jpg"
autograss

......much bitterness......

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#62: Re: ..

by shadow,516 on 02/21/2007 17:20, refers to #61

First of all, the grass DOES sway.

Second of all, do you have ANY idea how complex a weather and time system would be?

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#63: Edging

by Quin on 02/21/2007 18:59

In alot of instances, it is up to the mapper to tweak the more aesthetic parts of texturing and lighting. For edges (near paths, etc), have a repeat of your grass texture without the 'autograss', and outline your areas with that one.

Example:

texture 0 "texturepath/texture.jpg"
autograss
texture 0 "texturepath/texture.jpg"

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#64: Re: ..

by Passa on 02/22/2007 05:49, refers to #63

Yep, totally.. step one, add dynamic lighting.. 500 hours of coding later, quickly whip up a skybox generator..

Of course anything can be done, however its just not practical.

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#65: Re: ..

by ethan592 on 02/22/2007 06:33, refers to #63

day/night system would involve quite a bit of work. at the very least it would require the sunlight entities changing color and position. to be realistic it would also involve a sun and moon particle and prolly lens flares (game devs insist on adding them but i dont see flares when I look at the sun, only cameras, negates realism). Ultra realism would prolly also need SHL implementation which would either need to be computed on the fly or huge map files.

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#66: ..

by BlikjeBier on 02/22/2007 06:42

Operation Flashpoint (released in 2001) had dynamic weather, a full day/night cycle of 24 hours, fog (something we already have), clouds, rain.

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#67: ..

by Minion...Seriously on 02/22/2007 07:12

Yes and so did EverQuest released in 1999, one of the first games to ever require a 3D acceleration card. Just because it's possible doesn't mean it's easy, painless, or fast to implement a good looking solution.

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#68: easiest way...

by Aardappel_ on 02/22/2007 11:43

to make a halfway decent day and night system is simply to allow the map to store 2 sets of lightmaps, one for day and one for night, and then blend between them.

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#69: Re: easiest way...

by shadow,516 on 02/22/2007 18:50, refers to #68

aard FTW

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#70: ..

by Drakas on 02/22/2007 19:03

http://en.wikipedia.org/wiki/3d_accelerator#History

Started much earlier than 90s ;)

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#71: ..

by Wolf Man on 02/22/2007 22:37

help me please, im getting an error when i put this into themaps config

texture 0 ""texturepath/texture.jpg"
autograss

when i load the map it says

unknown command: autograss

how do i get this straightened up?

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#72: Re: ..

by SanHolo on 02/22/2007 22:53, refers to #71

Do you have the latest version from CVS? (NOT the latest official release, named GUI).

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#73: Re: ..

by Minion...Seriously on 02/22/2007 23:03, refers to #70

"to make a halfway decent day and night system is simply to allow the map to store 2 sets of lightmaps, one for day and one for night, and then blend between them."

Wouldn't you end up with two sets of shadows unless you never moved the sun/moonlight source? Or generated the night lightmap as though the entire map was shadowed?

"That's actually not true. I was using 3D accelerators as far back as 1996/1997. (Voodoo 3DFX)"

So was I, but that has nothing to do with what I said. EverQuest was one of the first games to require 3D acceleration. Games like Q2 could be run without it. EverQuest could not.

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