Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847032 views, last view: 12/09/2021 06:25 |
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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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#141: Re: 64 |
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by Al_Capone
on 05/25/2002 22:02, refers to #140
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France
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#142: Free-Floating Bars? |
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by jsHcKv2
on 05/26/2002 16:58
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No matter how hard I try, I can't figure out what good free-floating bars would be in a Cube map.
Babel Fish German
Egal wie stark ich versuche, kann ich nicht aus, was guten frei-sich hin- und herbewegenden Stäben darstellen in einem Cube Diagramm sein würden.
Babel Fish French
N'importe comment dur j'essaye, je ne peux pas figurer hors de quelles bonnes barres libre-flottantes seraient dans une carte de Cube.
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#143: Water in a map D: Wasser in einer Map |
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by Unclefragger
on 05/26/2002 18:59
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I don't know how I can get water in my map. Please help.
Deutsch:
Kann mir einer sagen wie ich Wasser in meine Map bekomme? Bitte helft mir.
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#144: Re: Wasser in einer Map |
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by Goetzenzar
on 05/26/2002 19:16, refers to #143
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gebe einfach den befehl "waterlevel 0" ein. wenn du kein wasser siehst, probier eine hoehere nummer, wenn das wasser zu hoch ist, eine niedrigere (also z.b. waterlevel 10 bzw. -10),
bis du einen guten Wert gefunden hast.
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#145: good idea |
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by Shockie
on 05/28/2002 12:22
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i like the translation guys, i only know the *BASICS* of french
peux je viol votre féminin???
lol
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#146: if I really understood how the engine works... |
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by pushplay
on 06/03/2002 06:01
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The most processor efficient way of lighting up a map would be to have lots of lights of the same brightness, so that it looks very diffuse, right?
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#147: .. |
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by Goetzenzar
on 06/03/2002 08:12
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pushplay u r an odd guy
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#148: Re: .. |
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by pushplay
on 06/03/2002 22:53, refers to #147
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No, it's very important. On my first attempt at lighting the beach in Casper's Bay I made the wqd go from 3000 fullbright to over 8000. And I know that wqd isn't everything but it's all I know so leave me alone or I'm telling mommy.
So can anyone answer the question?
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#149: yup |
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by Aardappel
on 06/04/2002 12:25
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being the weird engine that it is, cube splits polys for lighting (since it uses vertex lighting). You need to take this into account.
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#150: Re: yup |
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by pushplay
on 06/04/2002 23:31, refers to #149
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So that means more lights of equal brightness, yes?
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#151: can i not jump? |
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by captmellow
on 06/05/2002 08:25
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indeed? there are some maps which look like they have structures which should be jumped to, yet for the life of me I cannot reach them. is there some esoteric jumping technique of which i am not aware? or are there others who feel the same way about these teasing, unattainable jump spots? maybe they are meant to be rocket-jumped to.
btw, does rocket-jumping seem to be more expensive in cube than in other fps's, or is it just my inexperience?
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#152: Re: can i not jump? |
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by pushplay
on 06/05/2002 08:50, refers to #151
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Whether it's more expensive or not doesn't matter, it is what it is.
If you can almost reach it then try strafe jumping to it. I dunno about most people, but I just assume people will try that in my maps.
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#153: .. |
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by Goetzenzar
on 06/05/2002 12:45
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do you mean the 2nd quad in matador.cgz ? rocket jump needed there, yes.
about the "more expensive", i hope in rocketarena you can switch own rocket damage = off , though aard doesnt like that, perhaps its too unrealistic for him ;) , i played ra2 and ra3 mainly because of that feature, its very fun to rjump over the whole map, fraggin enemies on the way while doing. (:
blerbblubblah
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#154: king tut |
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by pushplay
on 06/06/2002 12:35
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I did an impromptu editing tutorial online a while back, and it seems most people are confused about a few things, especially heightfields. Would there be any call for me making an online tutorial on that? There's no sense in me doing the work if no one would read it.
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#155: Re: king tut |
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by -[ECA]-ShocK-TroopeR
on 06/06/2002 12:46, refers to #154
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i have said this to you already, BUT
i think you should, you showed me a couple of things,
also
would it be online, or written?
or both
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#156: .. |
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by Gom Jabbar
on 06/06/2002 12:55
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Uhm, what aren't people understanding about heightmaps?
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#157: .. |
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by Gom Jabbar
on 06/06/2002 13:10
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Hmmm, I don't think there needs to be a heightmap tut, it's damn easy after all.
Using the default configuration: Just select the are you want to be heightmapped, then press "h" or "i" (h makes a heightmap of the floor, i makes one of the ceiling). It worked when the selection-fields are displayed in green. There's no way to make both floor and ceiling a heightmap.
K, now just select your desired Cube and press "9" or "8" to lower/raise the heightmap for this point (watch out for the red dot with your selection).
Tadaa, that's it... Any questions left? I fear so...
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#158: .. |
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by -[ECA]-ShocK-TroopeR
on 06/06/2002 13:15
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no, you can make nice curved surface, pressing the number line keys 8 and 9.
its all in the tutorials, but ive heard a few ppl say its confusing
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#159: .. |
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by Gom Jabbar
on 06/06/2002 14:18
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Just visit the channel #cube on irc.gamesnet.net
That's the official Cube channel and your best chance of finding people who are interested in coop-mapping
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#160: Re: .. |
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by -[ECA]-ShocK-TroopeR
on 06/06/2002 14:38, refers to #160
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usualy are there but not, as in they are in the room, but away from puter.
pushplay is always (when he is awake) open for coop-mapping
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