Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847044 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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#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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#1378: real scene |
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by lagadec
on 11/15/2004 17:58
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Hi all,
I would like to model a real scene from 3D GPS points I got. The scene's realy simple as it's seashore. I know for example how to create a VRML description of my map, but i cannot figure out how to build one that cube could render.
Any help/comment welcome.
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#1379: .. |
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by makkE
on 11/16/2004 03:46
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hmmm... Though i donīt know any vrlm (thatīs some modelling/rendering format, innit?), I doubt that Cube is the right engine for that... cube does simple heightfields and 45° corners, but I doubt it can render those "real" coordinates you have there.... and keep in mind that itīs not at all like any bsp engine... either you just recreate the scene by hand (living with cubeīs restrictions) or render that with a diffrent engine... try sauerbraten ;)
Others: If I am talkin shite, let me know ;)
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#1380: Re: .. |
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by D.plomat
on 11/20/2004 20:17, refers to #1379
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I think he wants to make a landscape, that is probably easy to do if he knows some C he can add some function to convert a file of GPS points+altitude into a floor heightfield, as Cube is a landscape engine.
But that would not be very efficient for rendering, as it would make a wide open heightfield without occlusion.
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#1381: Maya, 3DS MAX Gmax |
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by eQoneom
on 11/22/2004 11:51
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Is it possible to create a map in maya,3ds max or Gmax, if so where can I download a plugin and if not what do i need to do to create one. Any source or links around here ???
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#1382: .. |
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by makkE
on 11/22/2004 20:22
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Use the edit mode. There are no such plugins, they wouldnīt make sense.
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#1383: Re: .. |
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by eQoneom
on 11/23/2004 01:12, refers to #1382
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But I find it difficult to create the things i had in mind but Iīm pretty good wih maya so thatīs the reason
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#1384: New plug, uuh, Map! |
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by Drakker_
on 11/25/2004 02:20
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Here's a pro-rifle map I've been working on, ready for testing. As you can see, I "slightly" encourage the use of the rifle. :)
http://home.no/drakker/forgotten-test1.zip
Yeah, it's a special map, it's not conventionnal Cube. I'm awaiting comments, all feedback is welcome. If you find any bug, like HoM in the slopes on the ground, please be sure to tell me, I did my best to hunt them all, but there might be some left.
Thanks!
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#1385: Re: New plug, uuh, Map! |
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by sinsky
on 11/25/2004 14:16, refers to #1384
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Well I like it but some jumppads send me to the opposite direction to what I expect, also there is an issue with jumppads that send you straight up (I've read about it before, it was described by Pushplay, but never experienced it until now), if you stay over one for a while you just keep jumping up a low distance, which feels kinda dumb.
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#1386: Re: New plug, uuh, Map! |
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by Drakker_at_work
on 11/26/2004 00:00
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Well, you can just move aside from the vertical jump pads. :)
I calculated the jumppads so you can easily move around the map, once you figure out where each of them send you, you can easily do 2-3 jumps and be wherever you want to be (while making it hard to be hit by the rifle... as there is not much places to hide from bullets, it's quite important.)
Thanks!
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#1387: Re: New plug, uuh, Map! |
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by nieb
on 11/26/2004 19:55, refers to #1386
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sounds interesting, but the link does not work for me...
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#1388: suggestion for better editing tenique ??? |
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by A.T.O.M.
on 11/28/2004 02:00
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i don't know if this is even possible with CUBE, but i've been fooling around with Hammer and Quark for half-life maps for years. with HL, you can make a poly and apply the "clip" texture to it. what happens is, although the poly is present (in game), it becomes invisible and whatever is behind it is what the player sees. this is a great way of building maps that don't inhibit the players movement. for instance, maybe you have 2 walls that intersect to form a corner. at the corner, you place some nice looking vertical molding. problem is, if the player runs by against one of the walls, their movement is stopped by the molding -- enter the "clip" texture applied to a brush that fills in the inside corner of the molding.
in a lot of CUBE maps, the players movement is hindered by "jaggies" sticking out, such as doorways and moldings, etc.. in a game this fast, an invisible poly would be very useful to prevent maps from hindering game play, yet still retain all the visual goodies.
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#1389: Re: suggestion for better editing tenique ??? |
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by J-C-D-P-C
on 11/28/2004 03:11, refers to #1388
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you can make mapmodels that the player doesnt collide with.
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#1390: mik's first map |
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by mikshaw
on 11/28/2004 07:05
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This is my first map for any game...I just thought Cube's editor was really cool, so I gave it a shot. It's not great, and its performance can be very slow on older machines, but it's not terrible.
Unfortunately, this host will serve only text and images, so for now all I can provide is screenshots.
http://www.aloofhosting.com/mikshaw/game/cube/doggerel.html
Also, please forgive me if the page is screwed up...I only just started learning CSS =o)
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#1391: RE: mik's first map |
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by jean pierre
on 11/28/2004 08:30
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Cool man cant wait to have it can you email it to me to jeanpd AT onvol DOT net
You can upload it to fileplanet if you register but i will upload it with your Permessiohn of course
and can you please email it to me thank you
AT = @ DOT = .
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#1392: Err Mik please you got to change website |
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by jean pierre
on 11/28/2004 08:33
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Go to www.AloofHosting.com it says:On December 15th, 2004, AloofHosting will be closing its doors forever.
Else you gonna lose your website on that Date.
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#1393: Re: Err Mik please you got to change website |
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by mikshaw
on 11/28/2004 08:56, refers to #1392
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well that's poopy....I barely got started putting that site together.
Anyway, I got the file hosted, at least for now, at savefile.com:
http://uploads.savefile.com/redir/36166.zip
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#1394: mikmap |
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by mikshaw
on 11/28/2004 09:04
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...and before someone else mentions it, yes I did do a typo in the readme. Last line should say "/sp sp_doggerel".
it's 3am....i need to go sleep....
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#1395: .. |
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by CK|Davros
on 11/28/2004 10:51
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80fps is not slow.
The map looks ok, but the lighting is bad, i'll play-test it later.
Where you have loads of the same texture, e.g. http://www.aloofhosting.com/mikshaw/game/cube/img/ss_doggerel_02.jpg
you could try breaking it up with a view pillars or something.
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