General Thread |
by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8826128 views, last view: 12/09/2021 02:40 |
 |
|
for questions, announcements etc.
|
 |
|

Board Index

|
 |
#5405: Re: hmmm Sound Problem |
|
by Passa
on 03/18/2006 21:13, refers to #5404
|
 |
|
Try updating your soundcard drivers.
Also, what OS are you using?
reply to this message
|
 |
#5406: Re: .. |
|
by CC_machine4
on 03/18/2006 23:25, refers to #5396
|
 |
|
yep, JP is back. ban him and censor/delete all of his messages.
reply to this message
|
 |
#5407: Converter |
|
by CodeRed3
on 03/19/2006 08:13
|
 |
|
Sorry if this has been mentioned before, but there are so many posts to look through I wouldn't know where to look.
I need a program that can convert .3ds to .md2 (That is what Cube/Sauer uses isnt it?) Or something that convert 3ds to something else that is convertable.
Thanks, trying to get some stuff made :P
reply to this message
|
 |
#5408: new sauer release... |
|
by Aardappel_
on 03/20/2006 11:15
|
 |
|
(see new thread)
reply to this message
|
 |
#5409: ppc linux - different cube protocol |
|
by leeck
on 03/21/2006 00:21
|
 |
|
Hello
I do understand that you want to avoid
cheating. But you are dicriminating
other architectures than i386
on cube servers!
I have a ppc with linux and can't
play on my own server (i386).
Sorry, but security through obscurity is
so lame.
Anyway, cube is cool, good work but bad
politics.
greets leek
P.S.: No I don't want a selfcompiled server because, I don't like to play with myself.
reply to this message
|
 |
#5410: Re: Converter |
|
by tentus_
on 03/22/2006 03:52, refers to #5407
|
 |
|
Easy, just use Q2Modeler, it can import .3ds models with no trouble. I'm not clear as to whether or not texture coorinates get converted... you'll have to play around with that on your own.
I recommend Philip's final version, which i think is still hosted somewhere on polycount. go searching for it, it'll turn up.
you know, we should probably package up a slightly adapted version of Q2Modeler and put it on quadropolis, if we can get Philip Martin's permission
reply to this message
|
 |
#5411: Re: Converter |
|
by tentus_
on 03/22/2006 03:57, refers to #5410
|
 |
|
if you can't find phillip's final version, Jami picked up the project and made this version:
http://www.vb3d.com/Download/q2mdlr9b.zip
its got some bugs in it that i can't deal with, but it does have some nice new features. remember that neither version natively saves to md2, but rather exports to it (md2 has some compression involved in it)
reply to this message
|
 |
#5412: Singleplayer maps... |
|
by Pxtl
on 03/22/2006 14:26
|
 |
|
Spmap 3 includes a lot of megahealths - and isn't really playable because the megahealths only ad 10 health instead of the 100 they used to. It's really really hard - fighting Bauuls in close quarters is tricky.
reply to this message
|
 |
#5413: a few short cuestions |
|
by OGI
on 03/23/2006 20:49
|
 |
|
Hi to you all.I ve just started with the cube engine and have a couple of cuestions.
1Haw can i change the screen resoluction in the engine?
2Is there posible to import my own models(buildings,vehivcles etc)from 3ds max ore in a obj. format and haw?
3Is there any way to change the view in a thurd person?
Chao:)
reply to this message
|
 |
#5414: Re: a few short cuestions |
|
by Passa
on 03/23/2006 21:25, refers to #5413
|
 |
|
for question 1, edit the cube.bat file in notepad
you will see "-w1024 -h768" change to your liking
2. dunno bout that one, cube uses md2 but there is a way to convert 3d max stuff into md2.
3. nope, however that feature exists in sauerbraten, put /thirdperson 1 into the console.
have fun with cube, you should try sauerbraten as well
reply to this message
|
 |
#5415: Re: a few short cuestions |
|
by Pxtl
on 03/24/2006 00:43, refers to #5414
|
 |
|
Whoa, just tried sauer in 3rdperson. Rockin'. Can see the little pickup notes when I grab stuff. Very cool. Camera needs to be a little higher /further back though because I can't see much with ogro in the way. And a player model with a longer stride is needed, because Ogro's amphetamine-driven dancy run is annoying to watch in 3rdperson mode.
Really want md3s and vweps now.
reply to this message
|
 |
#5416: .. |
|
by OGI
on 03/24/2006 00:55
|
 |
|
I ve just converted my model in a md2 format but they doesnt apear in my game menu.Why is that.Ive puted them in the c>cube engine>packages>models
and they dont apear in my game menu ore i am doing somthing wrong?
reply to this message
|
 |
#5417: .. |
|
by makkE
on 03/24/2006 01:07
|
 |
|
You must add it to your mapīs config.
In your map, simply type /newent mapmodel # (the number your model is in the list)
Then, if you want it to show up in your menus, you will have to edit your menus.cfg accordingly.
reply to this message
|
 |
#5418: .. |
|
by OGI
on 03/24/2006 19:38
|
 |
|
Wel i have a few new cuestions.
1When i am in a edit mode i select the cubes i need from the floor and than i press the G botton and the graund is becoming engaged to the seeling.Is there any way to control that(the altitude)
2Is there any way to select a wall in a edit mode becose i can select only the floor and seeling.
3Haw can i make hols?
4When i put a teleport on the graund it sais that it needs some function to work.What function and haw.
6Haw can i make that the player starts a level in the spot i want?
Well thats all.I am sorry if i am ascing to many cuestions.Is just that i have a lot of work preparing an animation video and studing and i dont have much time to figure this things aut by my self.
Buy:)
reply to this message
|
 |
#5419: .. |
|
by makkE
on 03/25/2006 00:48
|
 |
|
1. When you press G, the cube will become solid. Thatīs the only way to make a pillar oe wall that goes from ground to ceiling.
Use the scroll wheel for everything else.
2.Point "below" the wall.
3. Pull up the floor, lower the ceiling, put solids around = hole.
4. A teleport needs a teledest entity. (so it knows where to port)
6. (?) Add a playerstart entity.
Read readme.html
reply to this message
|
 |
#5420: Re: Singleplayer maps... |
|
by CC_machine4
on 03/25/2006 13:37, refers to #5412
|
 |
|
you could change it so that the healthboosts revert to the original +75 in SP only, and add another entity incase SP mappers want the +10 permaboost
reply to this message
|
 |
#5421: .. |
|
by tentus
on 03/25/2006 15:21
|
 |
|
Just for those who haven't heard, Savage has gone to freeware. The download size makes me appreciate cube and sauer a bit more :)
http://databox.topcities.com/
has a list of download locations.
reply to this message
|
 |
#5422: Turning in Cube |
|
by firemario
on 03/25/2006 23:49
|
 |
|
Is there a bind key command so I can turn left and right with the arrow keys instead facing the direction with my mouse? I don't see it, and I think it's odd that Cube doesn't have it considering most FPS do.
reply to this message
|
 |
#5423: Re: Turning in Cube |
|
by dbox
on 03/26/2006 01:55, refers to #5422
|
 |
|
I'm pretty sure this is not there. The level of control you would have with that would be terrible. You would have no way to control the speed of your turn.
I considered something similar for my joystick mod, where you could map joystick buttons to control the direction you were looking so I wouldn't have to require an analog stick. But I realized it would be hard enough even with the analog stick to match the accuracy of a mouse.
reply to this message
|
 |
#5424: Re: Turning in Cube |
|
by Passa
on 03/26/2006 09:23, refers to #5422
|
 |
|
most modern games do not have a turn binding. unless you are talking about DooM or quake
reply to this message
|
 |
 |
|

Board Index

|
 |