Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847066 views, last view: 12/09/2021 06:37 |
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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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#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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#1541: .. |
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by makkE
on 03/14/2005 20:56
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or visit Jean Pierre, the abandoned brain...
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#1542: .. |
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by >driAn<.
on 03/14/2005 21:18
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lol
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#1543: Re: .. |
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by tentus
on 03/15/2005 02:15, refers to #1541
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so true, unforetunately...
abandoned engine my behind... i've never seen such a promising open source game.
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#1544: .. |
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by staffy2005
on 03/15/2005 07:21
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It isn't abandoned, it is just that the coders are busy. Other people like mappers have nothing to aim for at the moment. Who wants to spend ages on a map that nobody will ever play on?
Maybe sauer needs a short term goal like a small fps game?
A rpg game will take forever to make....
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#1545: Sauerbraten |
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by Gnome_myCookieWasStolen
on 03/15/2005 21:14
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Like staffy said, we have nothing to aim at, so i\'ve started working on my own textures/models for an engine I will spend next summer coding in java. There is no point to release more maps for cube because the landscape engine wont allow layering untill Aard finishes his TODO list in the source.
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#1546: map. |
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by staffy2005
on 03/22/2005 11:13
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I have been working on a map for sauer.
(I use different textures to the standard ones so it may look a little strange)
Any suggestions on what else to add?
http://www.users.bigpond.com/nathanlyle/dog.ogz
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#1547: New Map |
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by shadow516
on 04/03/2005 03:02
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I\'ve just created a new map for cube. You can get it here:
http://cube.snieb.com/node/33
Any suggestions?
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#1548: Re:New Map |
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by jean pierre
on 04/04/2005 15:15
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Nice map and the quad can be reached by using the legendary rocket jump(havent downloaded it yet)
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#1549: quake3 -> cube map converter |
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by pks
on 04/17/2005 21:51
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Where can i get map format description, because i would like to create quake3 to cube map converter (i already managed with reading and rendering quake3 maps ;-)
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#1550: .. |
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by Rick-Ubuntu
on 04/17/2005 22:40
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The readme for a general idea and ofcourse the source code :)
Lemme know when your done ;-)
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#1551: a bug :) |
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by pks
on 04/18/2005 01:31
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While reading the source (as you told me) i think that i have found a bug in worldio.c:221
<code>
if(sfactor<SMALLEST_FACTOR || sfactor>LARGEST_FACTOR) fatal("illegal map size");^M
</code>
I think that there should be hdr.sfactor instead of sfactor. Correct me if i am wrong.
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#1552: Re: a bug :) |
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by makkE
on 04/18/2005 03:18, refers to #1551
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I am wondering how that should work ? Imho impossible (would work for q3dm1 maybe), but how do you want to achieve ror?
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#1553: .. |
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by pks
on 04/18/2005 15:35
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hm... i think that cube poseses all required stuff (teleports, jump pads, water, similar entities,... ), so there will be only problem with converting the map itself. As soon as i manage to undesrand what the f#$c cubeegine is about i will be able to transform bsp tree in to it ;-)
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#1554: .. |
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by makkE
on 04/18/2005 15:55
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quote: "so there will be only problem with converting the map itself"
And thatīs impossible.
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#1555: .. |
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by pks
on 04/18/2005 16:00
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could you tell my why?
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#1556: .. |
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by makkE
on 04/18/2005 16:12
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Because cubeīs maps are based on a 2d-grid.(landcape-engine) You can only have floor and ceiling, no floating architecture inbetween.
Furthermore, you canīt have round surfaces on walls(only 45° corners). you can only have slopes on ceiling OR floor (with restrictions).. etc..
Cubeīs map format isnīt a bsp based
format.
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#1557: .. |
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by pks
on 04/18/2005 16:26
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uh, that explains a lot ;p
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#1558: .. |
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by Rick-Ubuntu
on 04/18/2005 18:12
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pks: you're right its a bug...which I forgot. Thanks for reminding me to fix it in my mod :-)
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#1559: Re: .. |
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by D.plomat
on 04/19/2005 10:35, refers to #1556
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Yep, maybe that would be possible with Sauer but i suppose that would make very unoptimized maps as Sauer and bsp engines are very different.
Plus we have enough talented mappers here and probably everybody will prefer maps with real Cube/Sauer look'n'feel than bsp approximations.
There are already Cube maps that take the layout of famous Quake maps but building the main layout in Cube is done very quickly, it's the details that takes more time, and the details are something that an automatic tool can't do with using the engine at it best.
So i bet using good old pencil and paper to write down the layout and start from scratch will be faster than using a conversion tool and rework a lot of details.
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