home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846926 views, last view: 12/09/2021 04:20

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 :)

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#1580: Re: ..

by Sparr on 05/06/2005 18:48, refers to #1579

WOW, 1904 polygons. I had no idea. But they provide such nice cover :( I will definitely be getting rid of all non-essential Ivy.

It is sad that more mappers arent at least somewhat concerned with performance :(

reply to this message

#1581: Re: ..

by Sparr on 05/06/2005 19:03, refers to #1580

I now have 14 Ivy models. Oh - My - God. Deleting 20 Ivy models lowered my non-occluded EVT from 220000 to *105000*.

makkE, next time you see a server running my map, please join and tell me if it makes a difference.

reply to this message

#1582: ..

by makkE on 05/06/2005 21:53

Ok, Iīll do :)

reply to this message

#1583: Re: ..

by dcp on 05/07/2005 20:41, refers to #1579

if you remove one side of a leaf, it get's invisible, when you look at it from this side.

i use ivy models in rooms only, so if you leave the room, it's occluded and no longer adds to the polys...

reply to this message

#1584: ..

by makkE on 05/07/2005 20:48

dcp: you can simply have 2 faces on 3 verts. This way you can make front and backface on a flat thing.

reply to this message

#1585: Re: ..

by tentus on 05/10/2005 03:13, refers to #1584

i think the way DCP models results in hihger poly models than someone using q2modeller. i'll see if i can't make my own, lower-poly equivalent of the vines. i'll make then half as wide as the current vines so mappers can get a bit more control too :)

makkE: i was looking at your torch model and it occured to me that we could cut up the lit model so it could combine with the unlit model, so that you have a bit more control over the flame. would you mind if i made some variants of your flame that will interface with your torch? i can put them in the models/makke/ file if you want.

reply to this message

#1586: Re: ..

by dcp on 05/10/2005 04:08, refers to #1584

tried this sometime ago but it didn't work, one of the faces simply dissapeared.

reply to this message

#1587: ..

by makkE on 05/10/2005 14:18

Tentus: Of course go ahead. Good idea.

reply to this message

#1588: ..

by staffy2005 on 05/17/2005 10:21

what do you think of this:
http://img160.echo.cx/my.php?image=hfr4lq.jpg

reply to this message

#1589: Re: ..

by jean pierre on 05/17/2005 14:51, refers to #1588

Cool.....How boring SauerBraten isn't playable yet D:

reply to this message

#1590: Re: ..

by tentus on 05/17/2005 20:02, refers to #1585

finally got around to making that ivy model i said i would. i'll upload it... somewhere... hopefully today, but the point is, the performance change is huge. i got it to look very very similar, while cutting the vertex count down to 400 and the polycount to just under 800.

reply to this message

#1591: Help a Noob Sir?

by Wesley on 05/21/2005 00:01

Ok, well I just picked up this whole Cube thingy, and needless to say its pretty well rounded. Hats off to the creator anyhow. But, when I go to design maps of my own, I run into a spot of trouble. You see whenever I place monster entities, they just don\'t come up. The little orb of light is there, but the monster is not. Oh and also I have saved my little level just to see that I can, and I find that I cannot open it again.......anywhere...I\'ve tried looking for it in the main menu in the game, and in the root folder on my comp. Any suggestions for a handicapped noob?

reply to this message

#1592: ..

by makkE on 05/21/2005 04:18

Okay, first, itīs normal that the monsters wonīt appear. Same goes for entities (ammo and stuff)
Youīll have to save your map and then load it again.Then stuff will work.

/savemap mymap
then
/map mymap
Where "mymap" is anything you choose for your mapīs name.

And after that everything (monsters etc...) is there.
Your map wonīt appear in the menus.
The maps are saved to cube/packages/base.

reply to this message

#1593: Re: ..

by staffy2005 on 05/21/2005 05:22, refers to #1592

try editing in /mode -2 as well...

reply to this message

#1594: Re: ..

by tentus on 05/22/2005 02:14, refers to #1592

not strictly true, you have to be in SP for monsters to appear. if you're editing in SP (only do this after you're pretty sure of your layout) just hit E a few times and they'll appear and disappear as nescessary.so really:

/savemap mymap
/sp mymap
hit E frequesntly, and R too. lighting can change your mind on monster placement dramatically, once you really sink your teeth into it.

reply to this message

#1595: Re: ..

by spentron on 05/22/2005 15:04, refers to #1594

Yeah, hit E/edit ... save your map before spending any time out of edit though, otherwise if they kill you the map will be gone.

It's a good idea to spend some time out of edit mode to get some sense of scale and moving in it. Flying around makes everything seem much smaller. Monsters also help see the scale, even when making a map actually for DM.

reply to this message

#1596: new map

by The Punk on 05/22/2005 22:04

Hey all, just finished my first real map. You can check it out here: http://cube.snieb.com/node/50

reply to this message

#1597: Re: new map

by Rick| on 05/22/2005 22:37, refers to #1596

Wow nice map!

reply to this message

#1598: ..

by makkE on 05/22/2005 23:51

yes, a good one :)

reply to this message

#1599: Re: new map

by tentus on 05/22/2005 23:58, refers to #1596

i quite like your intro, i think that makes a whole lot of sense. other maps could really benefit from such an intro.

i noticed you pulled down the skybox in the corners... why? it hurts your wqd a bit to do that, and you don't need to have it there to keep the player from the edges of the map... i understand pulling it down next to buildings and such, but if it's not changing the graphics or gameplay, i'd go with the simpler, more efficient layout. otherwise i think it's a well laid out map, with a good sense of style.

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Post a Message

Username

Email

Subject

Body

5 plus 2 is?


content by Aardappel & eihrul © 2001-2021
website by SleepwalkR © 2001-2021
42367124 visitors requested 58073441 pages
page created in 0.054 seconds using 9 queries
hosted by Boost Digital