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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847040 views, last view: 12/09/2021 06:31

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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#1401: Re: roofz

by Drakker_ on 11/29/2004 02:58, refers to #1400

The answer is simple, you can't. Cube was not designed for it. Any artificial floor you make using MD2s won't be lit up properly. MD2s are good for small things like short bridges, but anything bigger and it will look unnatural.

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#1402: ..

by mikshaw on 11/29/2004 03:20

You can make a roof onto which you can walk, but you won't be able to walk underneath it.

You can make a roof under which you walk, but you won't be able to walk on top of it.

The trick is to create spaces which give the illusion of both at the same time.
For example, you could have a block of cubes with a roof onto which you can walk attached to a block of cubes under which you can walk...if it's done well there's a chance the player won't notice that the floors are staggered instead of layered.

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#1403: Re: New plug, uuh, Map!

by mikshaw on 11/29/2004 03:25, refers to #1384

Drakker: I like the fact that this is an unusual, outdoor map. I haven't played DM in Cube, though, so haven't done more than just looking at it.

I can't figure out if it's possible to grab the floating ammo, or if they're just for looks.

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#1404: New map

by Drakker_ on 11/29/2004 03:38

New map again, I'm on an editing spree... after a couple of months of nothing (and a couple more coming hehe).

This map is an experiment to prove that the rifle can be better than the chaingun. See thread:

http://www.cubeengine.com/forum.php4?action=display_thread&thread_id=465

The map is big, so I kept the details to a minimum. The lightning also looks like crap, but it's hard to do any better on a map this size. I didn't have the chance to test it with a lot of players, but my guess is that it requires at least 5-6 players to be fun, and it's probably more fun with 10 or more players.

http://home.no/drakker/eerie-test1.zip

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#1405: Re: New plug, uuh, Map!

by Drakker_ on 11/29/2004 13:31, refers to #1403

Mikshaw: thanks for the comments. Yes, you can grab the floating ammoes, just jump on them. :)

Some jump pads will also allow you to grab them.

Its also possible to grab all the ammoes on the walls around the field, with well timed rocket jumps... but I made sure there wasn't too much advantage in going there (you're really easy to shoot while up there, no cover, not much room to move).

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#1406: Roofz

by jean pierre on 11/29/2004 15:30

Yes roofs are possible somehow by using Bridges or a model you/he made that is floating you could design a whole building with a model editor(An easy 3D Modeler AC3D)www.AC3D.com but you cant enter inside it also you can make uncollision walls for secrets.

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#1407: Re: Roofz

by elky15 on 11/30/2004 00:30, refers to #1406

Mikshaw/jean pierre: If I understood right, you model an .md2 roof, and put that ontop to be the roof... good idea! I was actually thinking about that after I posted, but wouldn't it be too hard? You will have to position it right, and have the correct size while modeling... if only there was a scaling feature. Well, my favorite 3D modeller is Blender (www.blender3d.org), i've tryed just about every modeller there is, and Blender was my favorite. I know somebody who already uses it, Al_Capone =D how did i know? Well, ive seen you post in the elysiun forum =P.

Drakker: (eerie-test1) SWEET MAP! I love the ammo stashes, and the whole pillar theme, nice and open :)

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#1408: ..

by makkE on 11/30/2004 01:16

heh, nieb
lightning is tricky in cube :P I like it to be interesting, some ppl rather like it to be fullbrightish :P

btw nieb: still active? If you got other stuff to do, could you send the models in .ms3d?

elky: you can use the "snap" feature of cube, that is especially made for architectual models. So making a roof wouldn´t be that hard, the only problem is the lightning, coz cube lights up models using one value only (the cube it "rests" on).

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#1409: sauer map

by staffy2000 on 11/30/2004 07:02

i made a map (just a test really)
http://www.users.bigpond.com/nathanlyle/staffy.ogz

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#1410: ..

by makkE on 11/30/2004 12:13

drakker: whoha, the map gas a cool atmosphere ! And it performs very good too.
Some lights behind the pillars would be nice though, and maybe a jumppad connecting the lower hall with the rest?

Anyways looks like interesting gameplay :)

Staffy: Funny piece! :D

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#1411: ..

by makkE on 11/30/2004 12:14

map HAS, sorry ...

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#1412: ..

by Drakker_at_work on 11/30/2004 15:53

makkE: Thanks! I thought about the jumppad, but I dont want people jumping down all the time, because there's the yellow armor there, and the quad and health boost closeby. I want people to think before jumping down.

I know, you can take the quad, then health boost, then armor, but then you are at the bottom and there might not be too many people to kill there. :)

As for lights behind the pillars... I put lights in the corners, and thanks to the fog, when you are behind the pillars you can see the others VERY well. ;) No need for light that would ruin the fog effect when you are farther away.



elky: Thanks! ;)

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#1413: distance bug

by CK|Davros on 11/30/2004 19:38

Theres a lot of talk about big maps and sniping going on at the moment, and sure, cube supports huge maps, these maps are good for sniping, but in cubes, distant walls sometimes have diagonal lines through them showing sky through, i don't know what conditions it needs to happen, but even with the fog at it's default distance it happens, is this one of those things mappers just have to work around?

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#1414: howto

by FredL2 on 11/30/2004 21:38

Hi!
Is there a basic level editing howto somewhere that describes jumppads and water?

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#1415: ..

by CK|Davros on 11/30/2004 21:57

waterlevel n
newent jumppad z y x

Read the refrence section of the html readme and try it out.

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#1416: ..

by FredL2 on 11/30/2004 22:17

Thanks!

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#1417: ..

by makkE on 12/01/2004 00:40

Drakker, yes I remembered later that the fog would make players quite visible..

Davros: If you get z-fighting, the map is definately too large imho... think it occurs when walls are sort of 80-100 virtual metres away.. workaround: make the map smaller.

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#1418: Re: sauer map

by Aardappel_ on 12/01/2004 01:58, refers to #1409

it's... art! :)

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#1419: Re: ..

by Drakker_ on 12/01/2004 02:39, refers to #1417

Actualy, increase the min LOD in your config and it will go away. Worked for me. :)

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#1420: sleep command

by mikshaw on 12/01/2004 05:34

It seems I don't understand how the sleep command works. The docs state that no two commands can be sleeping at the same time, but it seems like they can't sleep in sequence either. Take the following for example:

alias level_trigger_1 [ sleep 200 "trigger 2" ]
alias level_trigger_2 [ sleep 200 "trigger 3" ]
alias level_trigger_3 [ sleep 200 "trigger 4" ]
alias level_trigger_4 [ sleep 200 "trigger 5" ]

The first is triggered by the player, and I assumed that each of the others would be triggered in sequence, each waiting 200 milliseconds before triggering the next. But it doesn't work...it stops after trigger 2.

Is the syntax wrong, or will this just not work for some reason? I'm able to manually trigger each one from the console, but that isn't my goal. Any ideas? Thanks for reading.

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