Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847042 views, last view: 12/09/2021 06:33 |
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Welcome to the map editing saloon:
here u can post ur screens, maps, comments, questions and answers about mapediting, and meet other ppl for coop-sessions online :)
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Board Index

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#1354: Re: fog color |
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by spentron
on 10/31/2004 14:53, refers to #1343
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I tried scripting that but it doesn't seem you can call the sleep function recursively, only one sleep can run at a time etc. and there's no way to loop it anyway so it's a mess ... unless someone else is better at it than I.
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#1355: .. |
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by CK|Davros
on 10/31/2004 15:03
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when i tried to use sleep, sleep 2560000000000000000000000 took as long to execute as no sleep at all, meaning it didn't work...
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#1356: Re: ..new map by nieb and cyl1t3l |
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by makkE
on 10/31/2004 19:08, refers to #1346
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Nice map guys!
What I like about the map: I like the light VERY much, together with the skymap itīs got a perfect nightime feeling. Especially those lights on the stairs really glow nicely. Iīd really appreciate some more of them in the outside. ;) They add a good atmosphere. The map also performs nicely, and the layout promised action. Another positive thing is the nicely sparse use of mapmodels. Iīve seen so many maps after the last release that were spammed full of them...
What I think could be enhanced: Especially in the inside hallways, there should be a little more texture variation, to make certain areas more recognizeable. Also some more spotlights here and there could make it more interesting. Thereīs still some budged concerning detail in the inside areas.
In the outside area, the floor could still be made a little more interesting (with focus on performance of course)
Items: I think this map is well suited for 4-6 players. Therefore health is a little sparse in my opinion, and I really miss the yellow armour.
With a little polish here and there this map will really shine :)
@nieb: In my opinion you should include the custom skyboxes and models in each of your zip files, with a directory stucture thatīll put everything in itīs place by extracting to /cube . It would just be more comfortable. Even me on 56k wouldnīt mind downloading a few bytes more, even if I already had the included media. (as long as itīs not a 3mb soundtrack of course)...
@davros : Maybe you should think of a less complicated filename for your map. Imagine someone would try to vote it , who would want to type that in? also remember that linux users will have to do it case sensitive...
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#1357: Re: fog color |
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by MitaMan
on 10/31/2004 20:53, refers to #1354
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Thanks for trying to help me. I was really hoping to get a cool "changing fog or light" effect for part of my new SP map. In Unreal early in the game going thru the ducts with fog and pulsing lights just before you get outside, thats what I'm looking for.
It's times like these I wish CUBE had just a handful of more features to use in SP maps.
I checked out YETI3D engine (similar to CUBE) and it has what I'm looking for, BUT, it's way low resolution textures and the game is in something like 180X120 res!
Well, time to get back to mapping this monster of a map, hope to be done by mid to late November.
Thanks guys-MitaMAN
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#1358: Re: fog color |
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by J-C-D-P-C
on 10/31/2004 22:01, refers to #1357
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just place one fog trigger after antoher so when the player walks through the hallway the fog changes on every step.
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#1359: Re: fog color |
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by MitaMan
on 11/01/2004 00:02, refers to #1358
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Yes, this is most likely the work around I'll use. But I really wanted the player to stand in one place, look down a long hall and go ooh, this looks cool. Some of the things I want to do for this next map are beyond the CUBE engine (for now anyway), but I'll do my best to make it as sweet looking as possible. "Necessity is the mother of invention" (and work arounds).
MitaMAN
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#1360: Re: fog color |
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by J-C-D-P-C
on 11/01/2004 02:36, refers to #1359
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another cool thing you can do is force a conveyer belt by unbinding the forward command and making a script with the forward command. you can still let the player shoot, too. Im not sure if you will have stability issues from running to many scripts at a time, but you could conveyer belt the play through the hallway with fog triggers, and they can still look around- maybe put some windows with monsters in a shooting gallery style-Its something i have to play with more, but its cool...
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#1361: Re: fog color |
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by spentron
on 11/01/2004 14:23, refers to #1359
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If you're willing to use a bunch of triggers, you can get two changes per trigger with the sleep command, although if the triggers are done too fast and the sleep is too slow, you'll start skipping the extras. Eaxmple:
fogcolour 0x203250
alias level_trigger_1 [ fogcolour 0xFFFFFF
sleep 600 "fogcolour 0x203250" ]
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#1362: It is a beta ;-) |
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by CK|Davros
on 11/01/2004 17:55, refers to #1356
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but it's just a beta makke, plus i have spotted some bigg mistakes (look at the center pillar).
Any name suggestions are v.welcome.
I also included the lloong command in the text file for copy&pasting, because it's such a long name, hence my pointing it out in my post :-p
Fun with triggers, you can change the sky!! To maybe put in a "teleported to another planet" effect. Last night i made a quick map, you are in a place with snowy skybox, goblins, stone walls etc, you teleport into place with techy textures, rhinos, mars sky. I used the excuse that the rhino's "hi-jacked" the teleport signal... yeah... right..
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#1363: Re: It is a beta ;-) |
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by sinsky
on 11/01/2004 18:22, refers to #1362
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Not only the sky, I also change the textures and it works pretty good (I mean change the textures with texturereset, not the teleport thing).
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#1364: Re: fog color |
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by mitaman at other
on 11/01/2004 18:29, refers to #1361
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Spentron,
Thanks for the help. I'll start messing around with it soon.
MitaMAN
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#1365: .. |
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by CK|Davros
on 11/01/2004 20:08
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sinsky, i had trouble getting texture reset to work.. now in hindsight i think i worked it out.. doh...
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#1366: Re: .. |
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by sinsky
on 11/01/2004 20:32, refers to #1365
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Sorry I should have posted an example but didn't even come to my mind. Here is some cube scripting from a game I'm making (will come out sometime Christmas)
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alias golden [ texturereset; watercolor 3; loadsky yellowsky; texture 0 yellowsky_side.jpg; texture 0 yellowwater.jpg; texture 0 yellowwall.jpg; texture 0 yellowfloor.jpg; texture 0 yellowsky_side.jpg ]
alias twilight [ texturereset; watercolor 5; loadsky purplesky; texture 0 purplesky_side.jpg; texture 0 purplewater.jpg; texture 0 purplewall.jpg; texture 0 purplefloor.jpg; texture 0 purplesky_side.jpg ]
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So if we have a simple new map with default sky, floor and wall textures typing "golden" at the console will change all this to the golden default texture set, "twilight" to some other color combination and so on. Gets harder if you want to do this with more textures. Personally I don't intend to go beyond the default ones but it is possible. And hard too... No wonder no one does it :)
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#1367: Re: .. |
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by sinsky
on 11/01/2004 20:54, refers to #1365
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There are also other factors that make it hard. I can't explain them in detail, I'm no specialist, but to sum up everything, you also need to use the "scalelights" command to make things look good. However, after a few changes even the scalelights are helpless and it gets out of control.
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#1368: .. |
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by macher
on 11/03/2004 00:56
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Hi!
I'm making a new map and need a fork lift truck model carrying a pallet. Do anyone know any place where I can get one? or could anyone who reads this make one? that would be really nice.
The best where if the pallet where 1 unit high
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#1369: Look at PolyCount. |
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by Pxtl
on 11/03/2004 02:47
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PolyCount has some map models, but I don't know if they have md2s.
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#1370: Re: Look at PolyCount. |
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by J-C-D-P-C
on 11/03/2004 02:57, refers to #1369
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fps.brainerd.com
or something like that
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#1371: .. |
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by macher
on 11/03/2004 10:49
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fps.brainerd.com didn't work and polycount has no md2 mapmodels.
Any other sites which can contain md2 mapmodels?
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#1372: Re: .. |
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by J-C-D-P-C
on 11/03/2004 12:05, refers to #1371
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polycount has plemty of quake 2 models... (.md2 is quake 2.)
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#1373: .. |
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by m o s h a
on 11/03/2004 19:58
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I just want to give you a link to my page where you can download cube stuff from me.
http://www.giana-brotherz.com/giana-brotherz/forum/viewtopic.php?t=3506
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