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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846934 views, last view: 12/09/2021 04:22

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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#1560: Re: ..

by nightelf_ix on 04/19/2005 21:35, refers to #1556

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: ..

by tentus on 04/20/2005 02:04, refers to #1560

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

by oh_be_one on 04/20/2005 05:04

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.

by jean pierre on 04/20/2005 09:31

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..

by nightelf_ix on 04/20/2005 21:04, refers to #1563

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..

by D.plomat on 04/21/2005 14:44, refers to #1564

> 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

by Gusher on 04/30/2005 23:17

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

by tentus on 05/01/2005 00:02, refers to #1566

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

by Gusher on 05/01/2005 01:39, refers to #1567

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

by dcp on 05/03/2005 00:01

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

by dcp on 05/03/2005 00:02, refers to #1569

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?

by Udder Juice on 05/03/2005 15:41

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?

by D.plomat on 05/03/2005 17:28, refers to #1571

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: ..

by jean pierre on 05/03/2005 17:29

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: ..

by CC_machine on 05/05/2005 19:49, refers to #1556

Cant you use mapmodels to make floating arcitechture?

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#1575: Re: ..

by Sparr on 05/05/2005 20:01, refers to #1574

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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#1576: Re: ..

by tentus on 05/06/2005 02:20, refers to #1575

i hope you've gotplenty of occulders int hat map, that's pretty serious, especially if you've got water in there.

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#1577: ..

by makkE on 05/06/2005 03:34

Iīve seen that map. Itīs pretty got bad performance.

You need to keep in mind that cubeīs engine is simply not designed to support room over room. Using mapmodels for that is just a cheap workaround, and should be handled cautiously.

Furthermore, if youīd have enough occluders in that map to compensate for the about 2500 extra tris you got in there, youīd probably run into problems because of mapmodel occlusion (flickering models).

Intresting layouts and the impression of a map that has several levels can be done without ror as well.

So.. floating architectur can be done, but only to a certain degree.(if you want the map to be enyoyable for everone within cubeīs reccomended (and quite above) system specs).

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#1578: Re: ..

by Sparr on 05/06/2005 06:10, refers to #1577

Yes, I remember you came in and complained and left. If you had stayed around I would have gotten some details from you. WQD on my map averages around 3000, with extremes of 500 and 5500. 5500 cubes plus 34 Ivy mapmodels plus 98 Bridge mapmodels. I am trying to get feedback from people with low-end machines in order to figure out exactly how much of the slowdown is because of high WQD due to almost no occlusion, and how much is due to mapmodels. Just removing 40 Ivy models improved one guy's FPS from 7 to 10 (on a TNT2) at the worst-case position on the map (standing on the second pillar in the staircase to the quad, looking across the middle of the map).

What were your settings for minlod, fpsrange, fog, etc?

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#1579: ..

by makkE on 05/06/2005 15:22

The Ivy model has insane polycounts, unfortunately.(1904) That makes a total of 67 088 polygons (including bridges) of which about 1/2-2/3 are permanently rendered in your map. +1000-10000 tris from the cubes...
You are reaching bout 4-6x q3 specs there.

Try to drastically reduce the number of ivy models.

Minlod, fpsrange and fog donīt do very much on my system here. Minlod at 100 but inactive in your map.
These tweaking options rather work at the lower end of systems.

The positive thing is see is that you at least do think about performance, unlike many others ;)

@dcp: Why didnīt you make at least the Ivy-leaves flat? They donīt need any volume. Would have saved ca. 700 tris.

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