home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Most Wanted Feature

by Aardappel on 01/05/2002 03:14, 4192 messages, last message: 04/30/2008 20:02, 2708729 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.

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#601: Re: #600

by spentron@PP on 01/16/2003 19:29

Play more Quake. In many recent levels, there are variant monsters, spices things up after all these years. In Corporal Punishment, all the monsters are grunts in appearance, all have bot-level AI, and can be associated with any weapon (the lightning-gun wielder towards the end being particularly nasty). I loved it. Quake provides for such scripting.

But this is overkill and too involved for most. On the other hand, as I've pointed out before, the current monster system is in a sense simpler even than the rest of the game. The AI can be surprising at times, particularly with monster groups, but doesn't make for "boss" monsters.

reply to this message

#602: What good are models ?

by Al_Capone on 01/17/2003 07:42

If you can't map them ? Can someone for the love of satan please make a mapping/skinning program for objects and monsters ? Perhaps code it into Cube ? I got so many wasted models up on a website.

reply to this message

#603: Re: What good are models ?

by SysteM_H on 01/17/2003 08:31, refers to #602

eh, do you mean a modeling program or a texturing program? well, I have just the thing... I found this great little program called milkshape made just for things like this. it can model, texture, animate, and even export directly to the MD2 format all in one package... as well as just about any other game format you can think of. best of all, it's really cheap (I think $20 US. it's built-in texture mapping tool isn't the best in the world, but it does the job... and if it's not sufficient, I saw a really nice mapping plugin for it somewhere that will do nearly anything. anyway... here's where you'll find it.

http://www.swissquake.ch/chumbalum-soft/

btw, I'd like to see these wasted models. I'm sure I could help you salvage them if you needed to.

reply to this message

#604: Re: What good are models ?

by Aardappel on 01/17/2003 10:35, refers to #602

cube uses standard quake2 md2s, so you can use any program that can skin/produce an md2... and you can read any tutorial on md2 how to do it. What is so difficult?

reply to this message

#605: Re: What good are models ?

by Al_Capone on 01/19/2003 08:07, refers to #604

I looked in the folder, but I can't find a thing that resemble the model mapping.

reply to this message

#606: Re: What good are models ?

by Al_Capone on 01/19/2003 08:15, refers to #603

The model is on Dear sweat VerbalC website http://cubestuff.cjb.net/ The models aren't really that smooth, I just render higher polycount for preview only.

reply to this message

#607: ..

by Darthvim on 01/19/2003 19:34

the texture mapping is in the tris.md2 file (the geometry data is there, too)

reply to this message

#608: Re: ..

by Al_Capone on 01/19/2003 22:37, refers to #607

Ok, I see what I can do, you won't happen to know anything about studioMDx and MDL would you ?

reply to this message

#609: ..

by Darthvim on 01/21/2003 19:31

no, sorry i don't

but i know milkshape and a bit 3dsmax

there are many milkshape3d tutorials out there. (http://www.milkshape3d.com)
(http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html)

reply to this message

#610: open it!

by guest on 01/26/2003 23:12, refers to #590

hello,

cube is great but, hope dors will come soon.

reply to this message

#611: open it!

by guest on 01/26/2003 23:12, refers to #590

hello,

cube is great but, hope dors will come soon.

reply to this message

#612: Re: open it!

by SysteM_H on 01/27/2003 05:32, refers to #611

what do you mean dors?

reply to this message

#613: Re: open it!

by SysteM_H on 01/27/2003 05:32, refers to #611

what do you mean dors?

reply to this message

#614: ..

by Thalion on 01/27/2003 06:57

doors?

reply to this message

#615: Re: ..

by guest on 01/27/2003 22:06, refers to #614

yes doors, my english is poor...

n fact after a better reading, i saw that door exist whith triggers.

But it not seems easy to do...

reply to this message

#616: ..

by Thalion on 01/27/2003 22:20

...nor does it looks very good. Hopefully smooth opening will be implemented soon.

reply to this message

#617: ..

by guest on 01/27/2003 22:33

can you (please) explain to me how create doors or where i can find tutorials for newbiz ?

reply to this message

#618: Re: ..

by pushplay on 01/27/2003 23:40, refers to #617

I can make a quick tut on doors if you like.

reply to this message

#619: Doors

by spentron@thatsmeyoustupiderrorcheckingsoftware on 01/27/2003 23:43

It's not a realistic door opening, but you can go on and do things un-door-like, like making the whole room keep getting bigger or make an enclosure in the middle of the room dissappear, exposing the contents.

edittag 1 -- tag selected cube(s) for trigger 1
newent trigger 1 0 -- place a trigger 1 (visible)
also can use editing menu
trigger 1 0 -- test tag 1 (game mode)
tag display changed in edit mode and after savemap
cube/readme.html -- manual

NOTE: loadgame executes triggers taken by the player in numerical order, no effect on tags but can effect triggered music and other triggered scripts sensitive to order.

reply to this message

#620: Re: Doors

by guest. on 01/29/2003 09:45, refers to #619

ok thanks you, all off you.

i try it...

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Thread closed!

This thread has been closed, which is why you can't post any more messages in it.


content by Aardappel & eihrul © 2001-2021
website by SleepwalkR © 2001-2021
42366578 visitors requested 58072245 pages
page created in 0.038 seconds using 9 queries
hosted by Boost Digital