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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3530457 views, last view: 05/04/2024 10:50

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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#221: Re: multifloor-levels

by Piglet on 10/22/2002 18:10, refers to #220

i severly doubt thats what he means by multifloor levels shockie

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#222: Re: multifloor-levels

by newbie on 10/22/2002 18:36, refers to #221

But how do they make passages into a block or a bridge (like you see in some levels) ? thx

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#223: Re: multifloor-levels

by pushplay on 10/22/2002 19:40, refers to #222

There's no way to have a sructure that a player can walk over and under. Some maps simulate that through use of the skybox texture like in zippie, and some just through clever use of space like in aard3.

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#224: Re: 222 and 214

by spentron@PP on 10/22/2002 19:54

I'm guessing that what you're calling a "block" is a building or structure surrounded by a ceiling of skybox -- so it looks like the sky is far overhead, but the texture that makes the sky actually isn't. And you can't actually see the roof (at least where you can go under). There's a lot of stuff you can do but it takes some thinking. I've simulated a cantilevered bridge-projection surrounded by sky below and above, but you can't go under it, and I have to control the angles the player can see it from, or the illusion will be broken. Note, one tends to think of things with room over room because that's trivial in reality, but eliminating that still results in near-infinite possibilities. As to the reason for the limitation, it's part of the basic concept of the engine as I understand it: simple editing and a simplified way of rendering the world done in a way that these two simplifications are symbiotic. Try setting "fog 50" in edit mode, fly around and note how the fog "wall" stays vertical -- distance and angle calculations are limited to the horizontal plane when possible.

RE: the corner inlay trick, that's neat, and I do have a huge floor inlay in one section in progress. I tried it and realized I needed the angles to look good (I dismissed it as impossible before), and then found cases where the raised and heightfielded cubes also need to be corners. Finally, I said screw the trick and made a set of angle textures. 2 more hours later, I realized the problem I added to the "kyro 2 support" thread couldn't be fixed. The current version mostly uses the corner trick *and* corner textures (with the mentioned glitches) when needed. Good as it's going to get, I guess, about 6 hours total. So, thanks, and damn you ;) .

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#225: Re: multifloor-levels

by newbie1 on 10/23/2002 10:09, refers to #223

But look at the 9th screenshot in the shots section. there you can see a passage (downstairs). you can walk through the passage an on top of the block in which the passage is. how can you make such things?

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#226: Re: multifloor-levels

by Shockie on 10/23/2002 14:03, refers to #225

the floor has been lowered, and the ceiling has been lowered WAY down. you cant walk onto of that, the top of that is the roof.

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#227: Re: multifloor-levels

by Shockie on 10/23/2002 14:05, refers to #225

the floor has been lowered, and the ceiling has been lowered WAY down. you cant walk onto of that, the top of that is the roof.

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#228: Re: multifloor-levels

by pushplay on 10/24/2002 00:11, refers to #225

Yeah, that column is actually just lowered ceiling. Goetz is good with using the ceiling to fake room over room, but just wait and see what I've got waiting in the wings. :D

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#229: Today's Scripting Lesson ;)

by spentron@PP on 11/08/2002 22:06

Truncated math:

alias tt (* 9 (div 72 90))
echo $tt
0
WRONG!

alias tt (div (* 9 72) 90)
echo $tt
7
CORRECT!

also:
alias tt [* 9 [div 72 90]]
echo $tt
[* 9 [div 72 90]]
BZZZT!
-------------

I was also wondering about these mousewheel scripts in the official AUTOEXEC. Is this MOUSE4 and 5 the wheel? I did notice that I had to setup my mouse for default functions for the 3rd button (sutoscroll) for it to work -- can I use the actual 4th and 5th buttons other than setting them up as letters or something?

I also don't see where these delta_ aliases are being called from. Is this also a coded mousewheel function? Or does this have to do with the extra "s" line in the universaldelta alias? I thought it was a harmeless mistake at first but coouldn't get it to work without that. Or is that where the concatword goes?

Are these delta_edit_4 and 5 functions avail. as is?

I see the mouse 4 and 5 are bound to [universaldelta 1] etc. but universaldelta takes no $arg1. Does it just pass to the next layer of aliases because it didn't use it?

Let me know if this is explained already or simply impossible. I did get what I wanted to work but it was 50% trial and error ;) .



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#230: Re: Today's Scripting Lesson ;)

by pushplay on 11/08/2002 22:13, refers to #229

Integer Math 101:
(* 9 (div 72 90))
72/90 = 0.8 which is rounded down to 0.
9*0 = 0

echo $tt echoes tt, not executes it. You want:
alias tt [echo (* 9 (div 72 90))]
tt

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#231: My Filthy Mind Released

by pushplay on 11/10/2002 00:59

I just finished my new Cube mp map "My Filthy Mind." Small to medium size, minimalist texturing, and I use one of Speedy's excellent skyboxes. At 0.7M it's a hefty download for a Cube map, but for any other game that would be light weight.

DL: http://members.shaw.ca/pushplay/cube/maps/filthymind.zip
Lone screenshot at my site: http://members.shaw.ca/pushplay/cube/maps/

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#232: Re: Today's Scripting Lesson ;)

by Aardappel on 11/11/2002 11:37, refers to #229

yup its integer math, like any programming language. Cube scripting has no floats, sorry.

The universaldelta alias is a neat way to have a variety of functions bound to the mousewheel depending on editing mode or not and various modifier keys.
concatword builds up the name of the alias and then executes it.

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#233: and now *I* have a mapping question

by pushplay on 11/20/2002 08:16

Aard suggested that with invisible triggers we should blanket a section of the floor with them so that a player dosen't miss them easily. Which is smart. But as the player runs over multiple triggers it's going to sound like an avalanche. Worse is that the player won't know if it was a new trigger or the old one. So if a train leaves Boston at 45mph and another leaves Chicago at 56mph, is there any way to unregister the trigger sound without screwing with sounds.cfg?

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#234: Re: and now *I* have a mapping question

by Aardappel on 11/20/2002 10:45, refers to #233

I never suggested to make a blanket of triggers, infact I think it is a very bad idea. I always said that if you want to use invisible triggers, you better make sure the player has to pass through a narrow area to touch it (or is centered around an item the player wants, etc.)

oh, and: no.

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#235: Re: #233: and now *I* have a mapping question

by spentron@PP on 11/20/2002 20:20

"multiple triggers it's going to sound like an avalanche."

That's the least of it -- you may have a good enough machine to not notice, but I get a "kickback" when I hit a trigger -- on the 6-24 version and a 1024^2 map, it could be 4 cubes, with also a moment of lag. (Your addition of recalc added another 3/4 second or so.)

I suggested trigering all triggers of a number when one is hit, but right now it's legal and useful to have multiple triggers of one number, so that's not a good idea after all. Howabout a larger invisible for type #3 ? ;)

I could see using several triggers in a line perpendicular to the expected path of the player. You could experiment with the max. spacing, or even add obstacles so the player can't go exactly between them.

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#236: Re: and now *I* have a mapping question

by pushplay_oncampus on 11/20/2002 21:50, refers to #234

I don't want to to have hallways in my map 4 cubes high and 3 cubes wide. That would mess up the flow and make the map feel cramped. Anything bigger than that and the player could walk around it, or jumo right over. I've been known to jump around in hallways for no good reason, I can't believe that I'm alone on that.

But the more important part is that it would be nice if I could change the trigger sound within my own map to something else. It's almost set up that way.

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#237: Re: #236

by spentron@PP on 11/20/2002 22:16

You're exaggerating there. Offhand, I'd say a single trigger would cover 7 cubes high by 6 wide, maybe bigger (player is nearly 3 wide plus trigger is 2 or so). But you're right, jumping is an issue (and an easy to overlook one at that).

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#238: Re: Re: #236

by pushplay on 11/20/2002 23:40, refers to #237

Well that's the minimum size hole a player can squeeze through, but the point is that I like to make my doors rather large. Ideally I'd rather place 2 or three in a line going in the same direction as the player would walk.

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#239: #238: Re: Re: #236

by spentron@PP on 11/20/2002 23:59

If this is SP and there's some possibility that the player won't hit the trigger the first time, make it so the player can't progress but so far without the trigger, so they have to go back and figure out what they missed. That's what I did (which you'll get to see before the end of the year I hope ;) ).

"Ideally I'd rather place 2 or three in a line going in the same direction as the player would walk."

Sounds like you want multiple triggering, unless you meant across the direction the player would walk, or would do that to avoid jumping problems.

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#240: Re: #238: Re: Re: #236

by Al_Capone on 12/06/2002 06:33, refers to #239

You know, I wonder how pushplay got the door to open in Slime ?

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