Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847048 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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#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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#1374: Re: .. |
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by dcp
on 11/04/2004 01:46, refers to #1372
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yeah, but these at polycount are player-models, not mapmodels...
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#1375: .. |
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by makkE
on 11/13/2004 19:14
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Someone has asked some time ago where the "dg" textures have come from, and I stumbled across them :
http://www.davegh.com/blade/davegh.htm
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#1376: Re: .. |
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by Aardappel_
on 11/13/2004 21:14, refers to #1375
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cool... those textures are SO good..
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#1377: Re: .. |
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by nieb
on 11/14/2004 01:05, refers to #1375
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that was me...thanks alot!
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