Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846935 views, last view: 12/09/2021 04:22 |
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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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#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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#1560: Re: .. |
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by nightelf_ix
on 04/19/2005 21:35, refers to #1556
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quote: "Because cubeīs maps are based on a 2d-grid.(landcape-engine) You can only have floor and ceiling, no floating architecture inbetween."
just a question: will this ever be changed (like in sauer)?
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#1561: Re: .. |
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by tentus
on 04/20/2005 02:04, refers to #1560
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it has been changed in sauer, that's the whole point. i doubt aard will ever change this in cube though, doesn't seem to be worth it.
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#1562: Edit Mode Doesn't Work |
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by oh_be_one
on 04/20/2005 05:04
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I'm running Debian unstable with an ATI knockoff, known to lspci as an ATI Technologies Inc Rage 128 Pro Ultra TF. When I enter edit mode I get some sparkly blue things, and a big white square in the middle of the screen. That square doesn't appear in screenshots made by Cube. Is is a safe bet that this is a hardware ploblem? I haven't seen anybody else complain about this. Has anybody else complained about this?
I tried the ATI workaround client, but get the same results. Any suggestions?
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#1563: Cube vs Sauer or vice versa. |
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by jean pierre
on 04/20/2005 09:31
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I have read some topics that said that Cube better stay simple and the advanced will only be used in Sauer.
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#1564: Re.. |
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by nightelf_ix
on 04/20/2005 21:04, refers to #1563
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in my opinion you notice hardly that cube uses a 2d grid... when the map creator was creative
there are a lot maps verifying this
quote [iean pierre]: "I have read some topics that said that Cube better stay simple and the advanced will only be used in Sauer."
I agree with that, too
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#1565: Re: Re.. |
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by D.plomat
on 04/21/2005 14:44, refers to #1564
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> when the map creator was creative
indeed we all agree on that, but speaking of an automated map-converter-tool, i doubt a format-conversion program can be that much creative
quote[quote[jean pierre]]
It's what Aard said about future Cube and Sauer development
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#1566: [Weapons] Addons/Editing |
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by Gusher
on 04/30/2005 23:17
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I am a 3d Modeler/Skinner and wish to create a weapons kit addon for Cube....what are the specs on creating them for Cube? What do I need to know?....currently, I use 3dsMax as my primary modeler.....if someone wants to work with me on creating this kit please meet me on AIM at unrealprojects ...I can create the weapons but I don't code at all....
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#1567: Re: [Weapons] Addons/Editing |
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by tentus
on 05/01/2005 00:02, refers to #1566
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i'm not quite sure how you mean "kit", so i'm assuming you just mean a collection, a complete replacement, so here goes:
MD2 is the model format for all cube weapons, monsters, items, and mapmodels. They're skinned exclusively with Jpeg images, usually around 256x256 in size. i believe there is a md2 converter available for 3dMax, i've never needed it :) so i have no idea where it can be found. search http://www.polycount.com for it and maybe you'll come up with something under Quake 2.
as far as specs go: i think the facecount on the rifle is about 300, the vertex count being about 290 or something. shoot for around that, but i expect that'll prove difficult in MAX. oh well. study the original weapons and dcp's to get a good idea of how cube handles models.
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#1568: Re: [Weapons] Addons/Editing |
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by Gusher
on 05/01/2005 01:39, refers to #1567
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K thanks for the information!
However, can't find an MD2 export plugin for Max.......
I found QTip but that costs money.....
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#1569: weapons |
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by dcp
on 05/03/2005 00:01
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i don't know exactly what the polycount of my wapon replacements were... but they were a lot higher than the originals. and: they have 512x512px skins, these will work in cube too...
the most complicated thing was positioning them before exporting as .md2... in MS3D you will have to make the models point to the 'left' and mirror them to the y axis as far as i remember... but i'm not sure...
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#1570: Re: weapons |
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by dcp
on 05/03/2005 00:02, refers to #1569
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nonsense, not the left, they must point to the right side... aarrgh!
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#1571: Can you guys point me in the right direction? |
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by Udder Juice
on 05/03/2005 15:41
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Hello everyone. I have slowly been pluging along on my single player maps and soon I will want to string them together to make one single game. I was wondering if anyone canpoint me in the direction of some good recourses for the scripting I'll need to pull this off. Has anyone written a scripting tutorial? That would be great.
Also, I find the enemies that came with cube to be a little cheesy. Are there any new enmies (by that I mean with AI already scripted and stuff) that I can use or would someone like to collaborate on making some for me? I am no modeler and I sure dont kow how to script enemy AI.
Thanks for any help or tips you can give.
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#1572: Re: Can you guys point me in the right direction? |
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by D.plomat
on 05/03/2005 17:28, refers to #1571
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The AI of the monster isn't scriptable. Thay're intended to be used in huge hordes. Though you can play on the map design and view sight/angle to make some "surprises". You can also use triggers and teleports to prepare ambushes.
About scripting, you have Pushplay's scripting tutorials:
http://www.cursesandepithets.com/?section=tutorials
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#1573: .. |
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by jean pierre
on 05/03/2005 17:29
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If you find the game easy go play single multiplayer at skill 20 by typing /mode -1 and /skill 10 and load a map(shortcut is single player menu)
I did use the SMP mode for training to be great in multiplayer tough.
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#1574: Re: .. |
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by CC_machine
on 05/05/2005 19:49, refers to #1556
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Cant you use mapmodels to make floating arcitechture?
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#1575: Re: .. |
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by Sparr
on 05/05/2005 20:01, refers to #1574
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yes, you can. My map 2fort-128 (which youve probably been hijacked into playtesting if youve played on a public server in the last few days) uses approximately 80 \'Bridge\' mapmodels to build water tunnels directly under the map as well as a second and third floor for each of the forts.
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