Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847065 views, last view: 12/09/2021 06:36 |
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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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#1521: Re: .. |
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by dcp
on 03/01/2005 19:54, refers to #1520
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i almost gave up modelling now... almost no new levels coming up lately, absolutely no new release in sight... major lack of motivation...
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#1522: Modeling |
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by OCA|
on 03/01/2005 23:30
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I think much of the fous is being turned to Sauerbraten - which I've piddled with long enough to get VERY excited over.
Nonetheless, I enjoy piddling with Cube, and any models I make now and piddle with in Cube could be brought over to Sauerbraten with little or no hassle I would think.
As far as using 3dsMax, I don't have $3,000 to spare on a modeling program either, but a two year license was included in the cost of tuition at the school I am attending.
Turned out that Milkshake3d did the trick though. I might even register, it looks like a pretty capable program. Wish I had more time to piddle with it though =/
-OCA|
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#1523: Re: .. |
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by tentus
on 03/01/2005 23:39, refers to #1521
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I'm right on the edge of releasing Cube Legends, which has a much stronger focus on mapmodels than ordinary Cube. I'm considering some interface changes to make it even more mapmodel-friendly (ie, making some commands that are specific to mapmodels, changing the sparklies for mapmodels to an orange that i came across, which is easy to see). Perhaps that'll help with the whole apathy thing.
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#1524: Re: ..major lack of motivation |
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by mitamanincave
on 03/02/2005 00:21, refers to #1521
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I guess if the community was bigger more people would map, make textures, models, play, etc...
I notice the change to, and it's ashame. So much talent has come to this forum, it would be a sad day to see it (interest in CUBE) fade away.
I play many SP FPS games but I always come back to CUBE.
Tentus, I hope your mod is a success, perhaps it will spark an interest and bring in some new blood.
I congradulate (bad speller) everyone that has worked so hard and created so much for this fine game. Long live CUBE.
MitaMAN
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#1525: Re: .. |
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by Aardappel_
on 03/02/2005 10:23, refers to #1521
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I have not forgotten cube, there will for sure be another version... but between job, social life, and the 101 other projects I am trying to do, its hard to find time.
Both cube and sauerbraten will need to be mostly community driven in the future. Sauerbraten already is that, and cube will get there eventually.
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#1526: .. |
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by >driAn<.
on 03/02/2005 11:39
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"[...]and cube will get there eventually."
Do you mean you might include other peoples code improvements and patches if they fit cube's-way?
This would be great!
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#1527: specific help with sound FX please? |
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by JB
on 03/02/2005 22:27
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hey mappers -
almost done with my first map-pack for cube, a 5-level collection done with the egypt textures. i'm really stuck on getting my own sound fx in there though. i've got the soundtrack thing down, but can anyone please help me with the specifics of adding my own sounds? i've read and re-read the manual, and every other tutorial i can find, with no luck. i also have not found one single map online that addds its own sound fx, and not just it's own soundtrack.
PLEASE HELP!
:)
JB
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#1528: sound/music |
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by _nieb
on 03/03/2005 00:40
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to do sound effects put this in the CFG file for the map...
registersound \"sfx/sound1\" //51
registersound \"sfx/sound2\" //52
alias level_trigger_1 [sound 51]
alias level_trigger_2 [sound 52]
(all sounds must be under the .../cube/packages/sounds/ directory)
...then, in your map when placeing an entity make sure you use the one that doesnt make the rumble sound (/newent trigger N 3)
for music put this in your CFG file...
music musicdir/song1.mp3
...and to have the music change during a map...
alias level_trigger_3 [music musicdir/song2.mp3]
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#1529: Re: .. |
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by Kal_Torak
on 03/03/2005 02:26, refers to #1519
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Hi, I was wondering how to export from Blender to Cube.
Anyone know how, and could you give me instructions?
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#1530: .. |
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by makkE
on 03/03/2005 03:11
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There´s this phyton script available to export to md2, you should find it on the blender page.
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#1531: .. |
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by staffy2005
on 03/04/2005 11:38
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I have been working on a sauer map. Screens:
http://img92.exs.cx/my.php?loc=img92&image=47xu.jpg
http://img43.exs.cx/my.php?loc=img43&image=37nd.jpg
http://img92.exs.cx/my.php?loc=img92&image=28bm.jpg
http://img92.exs.cx/my.php?loc=img92&image=17rx.jpg
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#1532: .. |
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by staffy2005
on 03/05/2005 07:18
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I finished the above map. Some areas are a bit bland but it is still a decent map.
http://cube.snieb.com/node/15
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#1533: New Map |
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by mormir
on 03/06/2005 20:10
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Hi, i've created a new multiplayer map for Cube. I'd like to play on it on net, but i don't know how.
Once i played on the map that was created by some guy. He add it on the server. Can you tell me how to do this?
And sory for my english... I'm Pole and i just learning your language.
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#1534: .. |
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by makkE
on 03/07/2005 01:08
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mormir:
the easiest way would be: go on an empty server. type /map yourmap.
once the map is loaded type /sendmap. That will send the map to the server.
When people join, ask them to type /getmap (this way, they will dl the map from the server)
most people know how it works, though, so if they see the server you are on in the serverbrowser, and see the unfamiliar mapname, they will join and type /getmap.
If there are already people on the server, you will have to convince them to vote for your map.. you type /map yormapname to vote. DO NOT type sendmap before the vot has worked (and you are on your own map), because otherwise, you will send them the standart map.
When the vote has passed, tell ppl to type /getmap, after you done the /sendmap (doing a sendmap will tell people to /type getmap, too)
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#1535: .. |
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by makkE
on 03/11/2005 01:22
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some new maps can be found on quadropolis:
http://cube.snieb.com/?q=
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#1536: .. |
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by staffy2005
on 03/11/2005 08:54
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makke your latest map is trippy. :). very nice.
your other map looks nice, but it is a bit hard to move around in.
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#1537: .. |
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by staffy2005
on 03/11/2005 11:53
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I posted a new (quick) map at http://cube.snieb.com/?q=flexinode/list/1
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#1538: 2nd floors |
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by a pay-boy
on 03/14/2005 18:12
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hi,
im a bit new to the subject and i am not able to generate a second floor e.g. in a building. how does that work???
cu
pay-boy
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#1539: Re: 2nd floors |
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by makkE
on 03/14/2005 19:30, refers to #1538
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Simple answer: it´s not possible.
You can use the bridge model, though, or dcp´s architectural blocks, found at:
cube.dietmarpier.de
But I wouldn´t rcomment building a whole floor with them, you´ll get lightning problems, and problems to put items on the floor.. a clever layout can produce pretty much the impression of having lots of diffrent levels in a map ;)
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#1540: Re: 2nd floors |
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by jean pierre
on 03/14/2005 19:37
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2 Answers
Play sauerbraten the abandoned engine
or use bridges and etc.....
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