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(How) Can I use the cube2 map editor for another project?

by Titan on 08/03/2010 21:53, 7 messages, last message: 09/27/2010 23:31, 3166 views, last view: 05/01/2024 17:30

Hi

As the title says, I'd like to use the map editor from Cube2 in another project.

What I want to do is separate the map editor from the game and create maps
- without entities and materials
- with own textures
- preferably with lightmaps
- preferably in multiplayer mode
in order to use them in a separate project.

The enthusiast project I am involved in builds on the OGRE graphics engine and is not far progressed (you can guess - so implementing a way to make maps fast would be awesome). It is written in C++. The code can be uploaded somewhere if there is interest.

I looked into the Sauerbraten source code, but even though the code is written in a fairly readable way, I have trouble finding out what I need because most stuff isn't commented. I'm not even sure if I got this right: Many mapping routines are placed in engine/octa.cpp ??

So I mainly need to know what files and routines contain the code I'd need for my purpose, and what trouble I could run into.

Help and ideas greatly appreciated.

Thank you in advance,
Regards,
"Titan" aka "TITiAN" aka "Unarmed" aka "Checkless" (ok enough with the aka's)

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#1: ..

by Nixot on 08/06/2010 11:14

That would be impossible, or at least very difficult. From what I can tell, Sauerbraten and OGRE have an entirely different world structure and you would need to remake half of the code in order to implement Sauerbraten's editing feature. Sorry.

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#2: Built from the ground up with cubes

by Whales ( Dthdealer ) on 08/06/2010 13:25


====
What I want to do is separate the map editor from the game
====

AFAIK the map editor _is_ the game.

The cube engine's great characteristics require everything to be cube based from the ground up. I doubt what you are trying to achieve is possible without writing an implementation ( entirely new code ) of the concept shown in Cube 2.

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#3: ..

by Titan on 08/07/2010 02:07

Thank you for your responses.

I thought it would be easy to load .ogz maps made with a sauerbraten mod in an entirely different project; but if it isn't, we'll use something else. Or completely build on the cube2 engine. There are enough possibilities, I believe. I might just not have thought about it enough.

Anyway, cya and thx

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#4: Re: ..

by SheeEttin on 08/07/2010 21:46, refers to #3

You COULD map in Cube 2, then use the writeobj command to export the current map to the OBJ model format.
I don't know what OGRE wants for its map format, but you could at least import it the OBJ as a model and then trace it...

Though I know nothing about OGRE, so I have no idea it this is possible.

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#5: Re: ..

by Titan on 08/10/2010 21:09, refers to #4

Hey, I just tried the /writeobj command (with an argument), and it seems this is what I need! I can even hand-edit the texture references so I can use my own (or freely distributable ones). I just need to find a way to load the .obj files, but that should be easy!

Thanks a thousand times!

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#6: ..

by Titan on 08/11/2010 01:47

Update: This IS what I need. I can do all I wanted (use sauer maps in another project with custom [CC-licensed] textures). I think I explained it wrong in my first post. However, maybe I'll write a how-to later, I'll come back here.

CYA

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#7: seperate editor

by suicizer01 on 09/27/2010 23:31

Why would you like to do such thing 0.0?
As far as my experience with games (like sauerbraten) on Cube Engine reaches, their "goal" is that its playable but also editable, especially when it comes to mapping.
Editing ingame is actually a pretty unique option, especially for a first person shooter!
Its part of the strenght of Cube Engine and would be ridiculious to take seperate.

All the other things your asking can just be done ingame (own textures with lightmaps, multiplayermap without entities and materials, etc)...

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