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 |
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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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#601: Re: #600 |
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by spentron@PP
on 01/16/2003 19:29
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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.
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#602: What good are models ? |
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by Al_Capone
on 01/17/2003 07:42
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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.
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#603: Re: What good are models ? |
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by SysteM_H
on 01/17/2003 08:31, refers to #602
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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.
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#604: Re: What good are models ? |
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by Aardappel
on 01/17/2003 10:35, refers to #602
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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?
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#605: Re: What good are models ? |
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by Al_Capone
on 01/19/2003 08:07, refers to #604
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I looked in the folder, but I can't find a thing that resemble the model mapping.
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#606: Re: What good are models ? |
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by Al_Capone
on 01/19/2003 08:15, refers to #603
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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.
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#607: .. |
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by Darthvim
on 01/19/2003 19:34
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the texture mapping is in the tris.md2 file (the geometry data is there, too)
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#608: Re: .. |
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by Al_Capone
on 01/19/2003 22:37, refers to #607
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Ok, I see what I can do, you won't happen to know anything about studioMDx and MDL would you ?
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#609: .. |
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by Darthvim
on 01/21/2003 19:31
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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)
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#610: open it! |
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by guest
on 01/26/2003 23:12, refers to #590
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hello,
cube is great but, hope dors will come soon.
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#611: open it! |
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by guest
on 01/26/2003 23:12, refers to #590
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hello,
cube is great but, hope dors will come soon.
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#612: Re: open it! |
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by SysteM_H
on 01/27/2003 05:32, refers to #611
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what do you mean dors?
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#613: Re: open it! |
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by SysteM_H
on 01/27/2003 05:32, refers to #611
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what do you mean dors?
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#614: .. |
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by Thalion
on 01/27/2003 06:57
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doors?
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#615: Re: .. |
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by guest
on 01/27/2003 22:06, refers to #614
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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...
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#616: .. |
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by Thalion
on 01/27/2003 22:20
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...nor does it looks very good. Hopefully smooth opening will be implemented soon.
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#617: .. |
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by guest
on 01/27/2003 22:33
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can you (please) explain to me how create doors or where i can find tutorials for newbiz ?
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#618: Re: .. |
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by pushplay
on 01/27/2003 23:40, refers to #617
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I can make a quick tut on doors if you like.
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#619: Doors |
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by spentron@thatsmeyoustupiderrorcheckingsoftware
on 01/27/2003 23:43
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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.
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#620: Re: Doors |
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by guest.
on 01/29/2003 09:45, refers to #619
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ok thanks you, all off you.
i try it...
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