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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545299 views, last view: 05/18/2024 09:38

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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#201: Re: Terrain prefab new version :)

by pushplay on 08/26/2002 06:06, refers to #200

Yes, that would happen. Like I (think I) said, the best solution would be to return the cursor to where it started, so that the user could just mash the button.

Scripting is somewhat limited in that it has to way of gathering information about the cubes selected.

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#202: A curious idea...

by Piglet on 09/03/2002 08:32

I was just thinking, would it be possible in sp player levels that pops into edit mode, change some scenery or lighting and then goes back into normal mode before the player realises (i see some problems to do with monster spawns but it would still be useful), but would it work?

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#203: Re: A curious idea...

by Bascule on 09/03/2002 09:10, refers to #202

I've had the same idea, in order to change waterlevel (a la Tomb Raider) or do other scenery changing tricks. Unfortunately, like you've spotted, it would throw all the monsters back to starting positions, but it is possible.

All you need to do is write what you want to happen as a script, including edittoggle at beginning and end, then paste it into the trigger_level_n alias in the map.cfg.

Maybe if you just had a short exploration-only level as part of an episode, with no monsters, it would work.

There seems to be very few of the editing commands that work in-game, except for loadsky, which I seem to remember that you've tried already in pigcam.

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#204: Re: A curious idea...

by Piglet on 09/04/2002 09:46, refers to #203

The respawning monster need not neccesarily be a problem if your careful, for example imagine a room with a carrot in the middle and 2 open two closed doors monster are behind every door. You collect the carrot and it goes into edit mode, shutting the two closed doors and opening the shut ones, it will appear as if the monster havent respawned at all. In theory theirs pretty musch no limit to what you could do as long as you where careful, which is definatly good news :) im just of to test it now :D

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#205: Re: A curious idea...

by Piglet on 09/04/2002 10:00, refers to #204

Just tested my theory out, it works a dream, however its also got an originaly unexpeted sideeffect (i should have guessed it would happen) the triggers all respawn, including the one your standing on so that you continue to trigger and retrigger and retrigger the trigger, however, again this need not be a problem i might well have a level that uses this in the next version of pigcam :)

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#206: ..

by Topher2798 on 09/07/2002 17:36

I must have missed the initial posts regarding pigcam. What is it?

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#207: Re: ..

by Piglet on 09/08/2002 10:36, refers to #206

Pigcam is a small sp campaign for cube ( i made it ) if you want to have a look at it so far (6 levels) then you can get it from 12kb.b0x.com/stuff

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#208: making a Switchable Destination Teleport

by spentron@PP on 10/10/2002 23:00

An example here of how you can do so much in this simple game with some ingenuity:

I wanted a teleport to a new area that only works after a particular trigger is touched elsewhere in the first area. Otherwise, the teleport returns the player to the entry of the first area. I still wanted the teleport to be completely exposed. This is what I figured out.

Step one is my by-now double teleport chamber. The first teleport (in the first area) goes to a small chamber, 4-cubes cubed in size, with the teledest in the center. The teleport to the new area is one cube behind that. The surrounding wall or window needs to be at least two cubes thick on the side with the offset teleport to keep it from teleporting anything external to the chamber.

To make this switch, the chamber is (at least partially) filled with the tag for the trigger. Since you can't teleport into a solid, teleporting without triggering puts you outside the chamber. The return teleports are there (you can do multiple teleports to a single destination), with a protective wall around the whole thing.

The same double teleport can also be used to anger monsters. In fact, you could use the return teleport area to anger penalty monsters (in a level with a defined exit).

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#209: oops

by spentron@PP on 10/10/2002 23:02

that should be "by-now standard"

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#210: Re: oops

by pushplay on 10/11/2002 03:13, refers to #209

Interesting, I thought I had figured out all of the Cube tricks there were. Did anyone notice that I was drawing inlaid designs on the floor using corners facing any direction I want (ala Museum Piece and some of my DI work)? :D

Anyways, I'm having trouble picturing the process from your description, a small example map would be appreciated.

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#211: Tired Of Impractical Green Acid?

by pushplay on 10/11/2002 07:47

The try new Practical Green Acid! Available wherever fine speedmaps are sold.

http://members.shaw.ca/pushplay/cube/maps/
http://www.eca-clan.net/cube/pages/files.asp?Action=View&FileName=greenacid.zip&type=maps

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#212: Re: #210 switchable teleport

by spentron@PP on 10/11/2002 21:22

You can't teleport into a solid (such as from a tag), so you could have a teleport to a new area and a tagged area on and around the teledest, plus a bunch of "return" teleporters around that so if the teleport destination is forced off-center you'll be sent back or wherever. But you probably don't want those return teleporters in your new area, so use an intermediary teledest and teleport combination instead for the switch -- I call two teleports in series like this a "double teleport" and have gotten a bit scientific about it. An example of the double teleport itself is right after boarding the mech in Demon City (and again later) -- this one doesn't have the two cubes barrier I mentioned so often you go into the level proper with an Ogro on your ass. I also had a double teleport in Shadowland, but it was a cruder model.

The corner thing of yours is rather subtle, as you'd have to know exactly what wouldn't normally work. I don't do a lot of inlays etc. but may still check it out. I'm sure there's lots of tricks left, it's just a matter of what you're trying to do in the first place.

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#213: Re: #210 switchable teleport

by pushplay on 10/12/2002 00:16, refers to #212

If you make a corner in the middle of the floor and then change the textuire on it you'll see that it automatically defaults to facing one direction.

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#214: inlays and corners

by pushplay on 10/12/2002 09:57

I wrote a tut on it here: http://members.shaw.ca/pushplay/cube/tuts/inlays/

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#215: Re: inlays and corners

by Shockie on 10/12/2002 17:00, refers to #214

post it in the general thread ya tool =P

so that every1 can see it :D

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#216: Re: inlays and corners

by pushplay on 10/12/2002 21:33, refers to #215

Everyone can read this section of the forum as well as any other.

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#217: Re: inlays and corners

by Shockie on 10/13/2002 09:45, refers to #216

im more likely to read the general thread...

but then again i read all threads :D

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#218: multifloor-levels

by newbie on 10/21/2002 22:59

hi folks,

im a newbie an i dont understand much of level-editing but i want to know how to build a level with for example 2 floors. or how can i make a \"canal\" into a level? thx for answers

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#219: Re: multifloor-levels

by Piglet on 10/21/2002 23:24, refers to #218

sadly multifloored levels aren't currently possible in cube (due to engine restrictions). If by a canal you mean a passage filled with water then you need to lower a section of the map and then play around with the 'waterlevel' command (look in the editing refrence docs)

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#220: Re: multifloor-levels

by Shockie on 10/22/2002 11:22, refers to #219

lower the roof, and lower the floor =)

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