home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


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

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 :)

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

#1354: Re: fog color

by spentron on 10/31/2004 14:53, refers to #1343

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.

reply to this message

#1355: ..

by CK|Davros on 10/31/2004 15:03

when i tried to use sleep, sleep 2560000000000000000000000 took as long to execute as no sleep at all, meaning it didn't work...

reply to this message

#1356: Re: ..new map by nieb and cyl1t3l

by makkE on 10/31/2004 19:08, refers to #1346

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...

reply to this message

#1357: Re: fog color

by MitaMan on 10/31/2004 20:53, refers to #1354

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

reply to this message

#1358: Re: fog color

by J-C-D-P-C on 10/31/2004 22:01, refers to #1357

just place one fog trigger after antoher so when the player walks through the hallway the fog changes on every step.

reply to this message

#1359: Re: fog color

by MitaMan on 11/01/2004 00:02, refers to #1358

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

reply to this message

#1360: Re: fog color

by J-C-D-P-C on 11/01/2004 02:36, refers to #1359

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...

reply to this message

#1361: Re: fog color

by spentron on 11/01/2004 14:23, refers to #1359

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" ]

reply to this message

#1362: It is a beta ;-)

by CK|Davros on 11/01/2004 17:55, refers to #1356

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..

reply to this message

#1363: Re: It is a beta ;-)

by sinsky on 11/01/2004 18:22, refers to #1362

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).

reply to this message

#1364: Re: fog color

by mitaman at other on 11/01/2004 18:29, refers to #1361

Spentron,
Thanks for the help. I'll start messing around with it soon.
MitaMAN

reply to this message

#1365: ..

by CK|Davros on 11/01/2004 20:08

sinsky, i had trouble getting texture reset to work.. now in hindsight i think i worked it out.. doh...

reply to this message

#1366: Re: ..

by sinsky on 11/01/2004 20:32, refers to #1365

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)

...

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 ]

...

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 :)

reply to this message

#1367: Re: ..

by sinsky on 11/01/2004 20:54, refers to #1365

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.

reply to this message

#1368: ..

by macher on 11/03/2004 00:56

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

reply to this message

#1369: Look at PolyCount.

by Pxtl on 11/03/2004 02:47

PolyCount has some map models, but I don't know if they have md2s.

reply to this message

#1370: Re: Look at PolyCount.

by J-C-D-P-C on 11/03/2004 02:57, refers to #1369

fps.brainerd.com

or something like that

reply to this message

#1371: ..

by macher on 11/03/2004 10:49

fps.brainerd.com didn't work and polycount has no md2 mapmodels.

Any other sites which can contain md2 mapmodels?

reply to this message

#1372: Re: ..

by J-C-D-P-C on 11/03/2004 12:05, refers to #1371

polycount has plemty of quake 2 models... (.md2 is quake 2.)

reply to this message

#1373: ..

by m o s h a on 11/03/2004 19:58

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

reply to this message

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


Post a Message

Username

Email

Subject

Body

9 added to 2 =


content by Aardappel & eihrul © 2001-2021
website by SleepwalkR © 2001-2021
42368263 visitors requested 58075430 pages
page created in 0.051 seconds using 9 queries
hosted by Boost Digital