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Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708728 views, last view: 12/09/2021 02:40, closed on 04/30/2008 20:09

Hello all... this thread is for discussing features you would like to see in cube, and in particular those that you find most urgent. If lots of people have the same urgent requests, I may give it priority to be implemented.

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#1621: Re: avatars

by quirk on 02/20/2005 16:49

How about a few model shapes included and then each player can custom design their own skin for one of the built in models?

md2 is a good format but the files can be quite large, 300k (the size of the ogro model) is too much for everone to d/l ingame, 24k (the size of the ogro skin) is more reasonable.

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#1622: Re: avatars

by tentus on 02/20/2005 18:44, refers to #1621

i'll concur with that. skins would be workable. but still, it'd be easier to let you choose which one of the monsters you like best, excluding the hellpig, and already have three or four skins for each one. I can see every newcomer to cube having their own sloppily done skin, which gets used once but never again, and just takes up room on my harddrive.

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#1623: ..

by makkE on 02/21/2005 03:16

yeah, I think so too. I donīt really want to see any custom skins of ppl that donīt really know how to do it (eyecancer;)
but it would be nice to have some more variety. the original ogro package has at least 6 or 7 nice skins (out of 14 i think) and being able to choose from them would be nice.
Aardappel, maybe think about adding a few of them and make it chooseable?

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#1624: avatars

by mehere101 on 02/23/2005 01:37

MD3 is a bone based animation format, so far as I know. Even if it isn\\\'t, it would allow for guns to be shown on the players so you know to avoid the guy with the chaingun in an open field. In quake 3 you could change the skins and such, it is actually quite easy, even now.

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#1625: Re: avatars

by tentus on 02/23/2005 04:02, refers to #1624

but md2, the format in question, most certainly is not. .AQM supports bones, but is limited in that manner.

Visible guns is not a problem, if you are up to remaking the guns for every player model available :) That's why so many of the downloads on polycount are so large- they include several skins, several custom guns, with custom skins for those guns, and sounds too.

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#1626: Re: avatars

by D.plomat on 02/23/2005 11:47, refers to #1624

bone based and visible guns are two different things... Some md2 models support visible weapons (VWEP). Bone animations are for smoother movement and combining different movements together (like running left or jumping while also firing).

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#1627: md2 vs. md3

by Pxtl on 02/23/2005 17:30

Okay - md2 does support guns, but in a caveman way - the position of the gun is relative to the position of the model itself, so the gun must be animated for the model's positions - that is, if the player raises his hand in the air, the gun must be animated into floating high in the air. Since the animation is per-pixel, this makes each gun as heavy as a full playermodel - which is why the Q2 vwep-equipped players are so large. Plus, it has to be re-animated for each player model.

Meanwhile, md3 is still vertex animated (not skeletal), but you can add a special "weapon poly" that says where to place the gun. This means that the weapon models can be static meshes instead of animated, and can be reused for each player. Much better approach.

In general, changeable vweps are just a bad hack in Quake 2.

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#1628: Re: md2 vs. md3

by D.plomat on 02/25/2005 11:27, refers to #1627

Ah, ok, i didn't knew Q2 VWEP was a so bad design... so i think Cube will need another model format if VWEP are to be implemented.

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#1629: Re: md2 vs. md3

by Pxtl on 02/26/2005 06:05, refers to #1628

Well, if you remember, q2 vweps weren't in the original game - they were a mod that became part of a later patch. So it makes sense that they'd be a hack.

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#1630: skins/models/ect

by Darian on 02/26/2005 15:52

New here so I have a pile of REALLY stupid questions for everyone.

Is it possible to make the enemies that come stock with cube use a different model than they have so that they look better? they look good...if you're comparing this to quake 2.

Concerning bots how hard is it to dictate how they move and act and can you make them ignore the player and act as general, albeit moving, scenery?

What's the upper limit to skin sizes for players/bots as well as objects?

There a program for windows that can record straight to avi? don't say fraps because what i'm reffering to is hit the demo button in game and it output to an avi file, not having to load a sepirate program that eats up memory.

kinda stupid questions but eh, i'm sometimes a stupid person.

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#1631: Re: skins/models/ect

by tentus on 02/26/2005 16:55, refers to #1630

I'll answer what i can.

Yes, just copy and paste the new model (tris.md2) and skin into the directory you want (packages/models/monsters/ whichever). This will, unfortuneately, completely overwrite the original mosnster unless you rename it's model name and skin name.

No, i don't think so. Talk to Rick to be sure though.

Players/bots can have one skin only. Mapmodels can be retextured, but this rarely works out so good.

Err... any avi recording would have to be done by another program, Cube does not support it. I don't know what would do the job best. Any time you're dealing with AVIs though lots of memory will be consumed. Not that there's much point to recording a 500 Kb demo into a 5 meg avi.

Sorry that my answers aren't more complete.

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#1632: ..

by makkE on 02/27/2005 02:08

for getting .aviīs out of demos, I heard a programm called FRAPS will do the job.
itīs said to be need lots of ram though (at least 512, better 1024)
never tried it myself though..

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#1633: ..

by Rick-Ubuntu on 02/27/2005 19:29

"Concerning bots how hard is it to dictate how they move and act"

If you want to control the movement in my bots you can use waypoints(read the readme to see how).

"and can you make them ignore the player and act as general, albeit moving, scenery?"
Type "botsshoot 0" in the console to let them stop shooting.

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#1634: .zip support

by floyd on 03/02/2005 10:06

.zip file support to create .cubes (or whatever) to make files easier to redistribute

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#1635: Re: .zip support

by tentus on 03/02/2005 15:26, refers to #1634

i'm not sure what you're asking for. what exactly is would ingame zipping do for us? the levels are already zipped in a fashion, (.cgz) and you need to be able to customize the contents of the zip.

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#1636: I think its for packages....

by Pxtl on 03/02/2005 17:28

The packages are probably his concern. The ability to bundle a set of maps together with textures and stuff... imho, such things are inappropriate for Cube anyways - new texture content just leads to bloated downloads when joining a server (play UT2k4 to see that - 5 minutes of content you have to wait for when joining some servers).

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#1637: To Fast!!

by Kal_Torak on 03/03/2005 02:35

The only reason I don't play this game is because it is WAY to fast!
I love the map editor though. ;)

I think the gamespeed should be about 50-70% of its current.

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#1638: Re: To Fast!!

by D.plomat on 03/03/2005 12:14, refers to #1637

It isn't too fast, it's the only fast enough FPS :)

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#1639: ..

by makkE on 03/03/2005 13:20

Well, itīs old school :) get used to itīs pace and youīll own at any other (slower) game ;)

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#1640: Re: ..

by tentus on 03/04/2005 04:05, refers to #1639

too true. my UT skills are far improved thanks to cube.

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