General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826754 views, last view: 12/09/2021 06:25 |
 |
|
for questions, announcements etc.
|
 |
|

Board Index

|
 |
#14083: Re: changing font size? |
|
by Razgriz
on 09/11/2011 11:28, refers to #14082
|
 |
|
I had a piece of paper for reference when i wanted to render fonts, but i've lost it, so i'd have to spend a few minutes figuring out in what order the parameters come..
You can play around with the values yourself to see what they do though.
reply to this message
|
 |
#14084: Re: changing font size? |
|
by Zamwa
on 09/11/2011 17:35, refers to #14083
|
 |
|
Add this to a .txt doc!
Font Defaults
32 spaces words in GUI,
64 changes GUI size,
0 shifts all fonts readout,
-1 scales font, (Epic contradiction fail!)
5 streches font horizontal,
6 streches font vertical,
fontchar 0 shifts horizontal, 0 shifts vertical, 0 readout span width
It be nice to have this help by default in the .cfg!
reply to this message
|
 |
#14085: .. |
|
by Quin
on 09/12/2011 06:58
|
 |
|
I think the font system was taken from AC, the docs are likely located there.
reply to this message
|
 |
#14086: how to import models? |
|
by MapMaker
on 09/13/2011 20:17
|
 |
|
need to use ogro as a mapmodel, how can i import it? i tried with md2anim but says "not loading an md2".
Same thing with md5 inky.
reply to this message
|
 |
#14087: Re: how to import models? |
|
by Q009
on 09/13/2011 20:24, refers to #14086
|
 |
|
Readme.html
reply to this message
|
 |
#14088: What map is it? |
|
by unnaemd
on 09/13/2011 23:17
|
 |
|
Subj.
http://sauerbraten.sourceforge.net/newerer/screenshot_878348.jpg
reply to this message
|
 |
#14089: Re: What map is it? |
|
by Quin
on 09/14/2011 05:46, refers to #14088
|
 |
|
It was a test map for the gregor texture set. It was never release, instead "thor" was, if I remember correctly.
reply to this message
|
 |
#14090: Re: What map is it? |
|
by suicizer01
on 09/14/2011 09:06, refers to #14089
|
 |
|
Oddly, thor really never gets played. I never ever saw any match on thor which was standing 10 minutes.
I think if it would have some bases, it "could" be a playabe map for hold or capture.
1+1=2
reply to this message
|
 |
#14091: Re: how to import models? |
|
by suicizer01
on 09/14/2011 09:09, refers to #14086
|
 |
|
I refer from the editing reference:
"mapmodel R H T N SHmmodel NNOTE: the mapmodel form is deprecated.. set additional properties of a mapmodel in its .cfg Registers a mapmodel that can be placed in maps using newent mapmodel (see newent). N is the name, R is the square radius, H the height, T the texture slot to skin the model with (0 for default skin), and SH toggles whether the it will cast shadows (not given or 1 casts shadows, 0 has no shadows). The radius R and height H define the collision bounding box of the model (if either is 0, players won't collide with the mapmodel). Name N is the name of a folder inside packages/models folder, e.g. "hudguns/rifle". Loaded from that folder are: tris.md2 and skin.jpg (and if not available, skin.png, or the same from the parent folder to allow skin sharing).
Example: mapmodel 4 32 0 "tree1"
This map model is loaded from packages/models/tree1/. It has a collision box 8x8x32 in size (x=2*R, y=2*R, z=H). It uses the model's default skin (texture slot=0). It casts shadows (default)."
Next time, RTFM
reply to this message
|
 |
#14092: Re: What map is it? |
|
by Razgriz
on 09/14/2011 12:04, refers to #14090
|
 |
|
I think someone with enough patience should fix up Thor2 for the new release (since models from ctf to trooper got fucked up bad). It was the largest map i've ever seen, and a playable one too.
reply to this message
|
 |
#14093: unknown modelcommands? |
|
by suicizer01
on 09/16/2011 11:00
|
 |
|
After I searched for other commands when importing models, I've found some undocumented commands and would like to know:
- What do they do?
- Why they exist?
- What's their purpose?
- How do they work?
The commands are:
mdldepthoffset (offsets the alpha-channel?)
mdlopt
mdlextendbb (extends bounding box?)
I would be pleased if anyone would answer it.
Thanks already!
reply to this message
|
 |
#14094: Controller? |
|
by Plinkfoyd
on 09/18/2011 01:56
|
 |
|
Is there any way i can use a USB controller that i have hooked up to my computer in game? If so, please help! =)
reply to this message
|
 |
#14095: Re: Controller? |
|
by AlternateLives
on 09/18/2011 05:20, refers to #14094
|
 |
|
If it works the way I think it does (having used one before,) you can program each of the keys to the buttons on the controller, so the controller takes the place of the keyboard. That is, program the D-pad to take the place of WASD, one of the control sticks to take the mouse, etc.
The other way to do it is to change the key bindings of the game to match the ports on the controller. This might actually work better. The file is in the data folder, and is the file keymap.cfg.
Hope this helps!
reply to this message
|
 |
#14096: Re: Controller? |
|
by MeatROme
on 09/18/2011 11:40, refers to #14095
|
 |
|
I guess the issue is _turning_; what the mouse-movement does normally.
This must've been the reason for this MOD: http://www.quadropolis.us/node/172 (Cube/Sauerbraten GameController Support) - it's terribly outdated though.
I did read something since then on this forum, but couldn't say if it ever saw a revival. Use search, or maybe someone knows more.
reply to this message
|
 |
#14097: Re: Controller? |
|
by Plinkfoyd
on 09/18/2011 17:03, refers to #14095
|
 |
|
Ive tried pressing the button on my controller to change the keys in options, but it will not work for me. And I dont exactly know how to change the key bindings of the game that you are referring to. If you or any one knows how to, or can help me out with this, it will be greatly appreciated.
reply to this message
|
 |
#14098: Re: Controller? |
|
by Papriko
on 09/18/2011 18:23, refers to #14097
|
 |
|
To change the keybinds directly ingame there are 2 common methods:
A) you use the command
/bind KEYNAME [code to execute]
for example /bind MOUSE2 [togglezoom]. You can use /specbind and /editbind for the corresponding modes. For this method you'd need to know under which name SB knows your controller buttons, if at all.
B) You go to the main menu, then to the options and there to the tab keys. There are actions listed and next to the actions are fields with names of keys. Click on the name of the key and press the button you want it on. If SB knows the key at all, it will now bind the action to it. This way you also can find out the name of the key if you prefer to use method A).
reply to this message
|
 |
#14099: unknown model commands 2nd try of posting |
|
by suicizer01
on 09/19/2011 10:39
|
 |
|
After I searched for other commands when importing models, I've found some undocumented commands and would like to know:
- Why they exist?
- What's their purpose?
- How do they work?
The commands are:
mdldepthoffset (offsets the alpha-channel?)
mdlopt
mdlextendbb (extends bounding box?)
I would be pleased if anyone would answer it.
Does really no one knows how they work :S?
Thanks already!
reply to this message
|
 |
#14100: Re: unknown model commands 2nd try of posting |
|
by suicizer01
on 09/19/2011 15:21, refers to #14099
|
 |
|
I have another command which I really would like to know, it's called "mdltranslucent".
Anyone knows anything about it?
reply to this message
|
 |
#14101: Re: unknown model commands 2nd try of posting |
|
by tempest
on 09/19/2011 15:35, refers to #14099
|
 |
|
(disclaimer: I only looked these up in the source and tried to figure out what they do, so take this with a grain of salt)
mdldepthoffset: enables polygon offset, AFAIK this can be used to combat z-fighting, but it has many negative side effects.
mdlopt: couldn't find that one anywhere - typo?
mdlextendbb: yup, exactly. It extends the bounding box derived from the model geometry, instead of overriding it completely like mdlbb does. This one should be documented IMHO.
reply to this message
|
 |
#14102: Re: unknown model commands 2nd try of posting |
|
by suicizer01
on 09/19/2011 23:51, refers to #14101
|
 |
|
Hehe, thanks very much! I'll see if I can crack all values and parameters and post them somewhere on quadropolis or here.
No, "mdlopt" isn't a typo, since you can try it by yourself ingame (you would receive "unknown alias lookup: modeltype" as echo if you command it unspecified).
So "mdldepthoffset" just offsets the model's polygons in overall (it actually works the same as "mdltrans" but then only the z-axis)?
Some more questions, but now about the command "mdlnam0e":
- Why does it actually exist :S?
- What's the purpose of it?
reply to this message
|
 |
 |
|

Board Index

|
 |