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Cube as a Map Editor for other Engines?

by WayaW on 12/25/2008 16:35, 12 messages, last message: 01/05/2009 23:17, 1585 views, last view: 04/10/2024 08:39

Hello! I love building maps in sauer! It gives me the power to create any DM map i can think of in a few minutes. Not to mention you can create it with a pal then kill one another emediately. Its just sick.

Whenever i have used other editors in the past it is always specific to particular game engines. I have no problem with this but it takes time to accquaint yourself with new software.It can be a little time consuming. Whenever i do make a map it usualy turns out to be nothing very complex at all.

If there is ever a way to convert the basic geometry to other engines it would bring a whole other dimension to what cube is and how it is used. It would become more of a tool than an engine. I know that's not what its meant for, but i thought the question was worth asking and im sure it has been asked before. For now i am content on playing my dm maps in bloodfrontier!!

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#1: writeobj

by demosthenes_ on 12/25/2008 19:37

Export the map as a .obj file with the writeobj command, then massage it through whatever 3d editors you need to get it to whatever format you like. Should work for some other engines at least.

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#2: ..

by Kaomè on 12/25/2008 22:27

But you'll lost any texture information.

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#3: ..

by eihrul on 12/25/2008 23:33

The way Sauerbraten represents maps is incompatible with how almost every 3D engine in existence works. They are either based on BSP trees, or a bunch of models, of which Sauer levels are neither. So I wouldn't count on this at all.

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#4: ..

by SSG2 on 12/27/2008 03:37

This might actually work in Torque if someone can figure out how to convert a cube map to a dif "interior". I'm sure that with a bit of clever processing, most other scene graph engines could accomodate cube maps. After all, it's just a bunch of cubes organised as an octree. Ogre's octree scene graph manager could certainly handle the rendering.

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#5: ..

by ZGMF-X20A on 12/27/2008 03:44

it would be nice to have and would add a major selling point



maby a 2d rendering engine that would somehow use some form ray tracing to recreate the map in a more friendly format

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#6: Re: writeobj

by adamturok on 01/02/2009 10:58, refers to #1

Wait so I can make a cube map in Autodesk Maya 2008

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#7: Re: writeobj

by Hirato Kirata on 01/02/2009 11:48, refers to #6

short answer: no
extended answer: no
long answer: no

writeobj exports a model of the sauerbraten level any decent modeling program can view, but you can't use any modelling program to make cube 2 levels, heck, the only editors there so far are the original engine itself and some of the several forks of the engine

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#8: ..

by SSG2 on 01/03/2009 07:41

You have it back to front Hirato. This is about exporting cube maps, not importing maps into the cube engine.

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#9: Re: ..

by demosthenes on 01/03/2009 13:01, refers to #8

Check the refers-to link again. He was responding to adamturok's question, not the original post. And he is entirely correct.

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#10: ..

by SSG2 on 01/04/2009 11:12

Oops.

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#11: ..

by Maxime -Max of S2D- Lebled on 01/04/2009 13:28

Since VALVe's Source Engine works on a world/entity model, I guess it could be possible to write a converter.

Except there's an OCTree on this side and Binary Partitioning on the other.

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#12: Re: ..

by jbuk2k7s cookie has gone on 01/05/2009 23:17, refers to #11

So thats ^3 more levels of tree.

That can't be particularly easy to convert, and the way that source forces all areas to be closed might not be much use, considering Sauer. Sorry, Cube 2 does not need spaces to be sealed, and few mappers need to.

Also, Source maps need complex mapper-included occlusion brushes and viewports, which Cube2 doesn't need nor cater for.

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