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Texture Help

by code2 on 04/17/2007 05:39, 4 messages, last message: 04/23/2007 16:55, 851 views, last view: 05/01/2024 12:49

I have a problem:

I have created a wonderfull map which uses the default textures set which /newmap offers.

Now here comes the deal:

I want to add a grass effect to one of the textures i allready used (default-set) or add it as additional one.
In my maps .cfg i added a new tex, autograss and all thats necessary but if i want to actualy use the new grass texture i also have to add \\\"texturereset\\\". Which seems to kill all the default textures.

Is there ANY way to list the textures my map uses (loaded from the default file), in correct order, so i can write them all in my maps .cfg ?

This is my only idea of making my map publishable and usable WITH the grass effect on the right tex, without modding the default_map file or the package.cfg which contains the grass texture.

If anybody has a solution, please help, thanks, code2

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#1: ..

by eihrul on 04/17/2007 05:57

You can add the texture without a texturereset, in which case the texture will be added to the end of the list of all the other textures.

The danger with this, though, is that if we add more textures to the default texture list, any textures you have added to the end of the list in this way will get their slot number pushed up.

The lesser of all evils for you would be to copy default_map_settings.cfg into your own cfg (you only need the part starting from and including the texturereset to the end of the default texture list).

Then add your grass textures to the end of this list, and you will be set.


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#2: ..

by tentus_ on 04/17/2007 06:59

Something I did in Cube Legends was to create a handful of general-purpose texturing cfgs (in the cube engines you can load a cfg into your cfg with ease). This meant that several maps that use the same texture configuration would only have to insert a single line into their map cfg, and those maps would magically work the way I wanted.

Would it be a good idea to include a few of these "widespread alteration" cfgs in the data folder? I find that having everybody complete reset the whole list every time they need a small change is silly. These things do pile up.

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#3: Thanks People

by code2 on 04/23/2007 11:49

I have found the simple way of just adding the texture via the .cfg. I didnt know i didnt need to do a texturereset for it to load: So now it was at the end of the list which i didnt know before there was no "Texturebrowser" (F2). Now its an ease to find the right tex and all working like a charm.

ARKAS the name of the map, will be released on Quadropolis soon and will rock your socks off ! Check it out! :)

Seeya and thx again !

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#4: Re: Thanks People

by CrazyTB on 04/23/2007 16:55, refers to #3

Hey, if you just add more textures without "reseting" the texture list and without copying relevant lines from default_map_settings.cfg, then your map might (and will) have wrong textures on next release of sauer.

Reason: on almost every release, new textures are added (of course, at bottom of the list).

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