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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847047 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 :)

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#1379: ..

by makkE on 11/16/2004 03:46

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: ..

by D.plomat on 11/20/2004 20:17, refers to #1379

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

by eQoneom on 11/22/2004 11:51

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: ..

by makkE on 11/22/2004 20:22

Use the edit mode. There are no such plugins, they wouldnīt make sense.

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#1383: Re: ..

by eQoneom on 11/23/2004 01:12, refers to #1382

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!

by Drakker_ on 11/25/2004 02:20

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!

by sinsky on 11/25/2004 14:16, refers to #1384

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!

by Drakker_at_work on 11/26/2004 00:00

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!

by nieb on 11/26/2004 19:55, refers to #1386

sounds interesting, but the link does not work for me...

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#1388: suggestion for better editing tenique ???

by A.T.O.M. on 11/28/2004 02:00

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 ???

by J-C-D-P-C on 11/28/2004 03:11, refers to #1388

you can make mapmodels that the player doesnt collide with.

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#1390: mik's first map

by mikshaw on 11/28/2004 07:05

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

by jean pierre on 11/28/2004 08:30

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

by jean pierre on 11/28/2004 08:33

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

by mikshaw on 11/28/2004 08:56, refers to #1392

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

by mikshaw on 11/28/2004 09:04

...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: ..

by CK|Davros on 11/28/2004 10:51

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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#1396: ..

by makkE on 11/28/2004 13:29

Looks good so far, I can only access the screenshots, though..
Concerning performance: Cube needs itīs solids, itīs a restriction to be dealt with, too large and open is only possible with very basic geometry and high radius light sources, but that tends to look bad...

About the clipping: You can use a mapmodel without meshes and define itīs bounding box and clip certain "jaggies".
This doesnīt work in all cases, though.
One possible way to avoid it, is placing detail where players wonīt be running along that much..
But anyways, after playing cube a while, players will automatically avoid those critical places in maps.. one gets used to the absence of clipping...

Sauerbraten will have a much higher need for clipping stuff.

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#1397: ..

by makkE on 11/28/2004 13:53

Stupid me found out how to download the map now. A good piece for a first one!! If you are concerned about the performance in the outdoor area, you could add some solid pillars here and there, I could think of a roof-type of thing above the basin or so.. I liked the detail work.. light could be more interesting and the texture choice is still a little boring, but I know when you start mapping itīs hard at first to get to know all the textures... keep it up!

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#1398: Re: mikmap

by nieb on 11/29/2004 02:05, refers to #1394

nice map! i like the layout and the progression of it. and yes its very good for your first map!

makke: the lighting is never good enough for you is it? just kidding :)

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