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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3546863 views, last view: 05/21/2024 08:05

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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#2763: Re: Textures for Sauerbraten worlds

by Aardappel_ on 04/24/2007 02:52, refers to #2762

haha.. thanks, but I think we're ok :)

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#2764: Playerstart

by Macint on 04/30/2007 15:51

sry if this is the wrong place to ask for help but here it goes:


I am building a map with 2 bases red and blue but i want the team good to start in the blue base, and evil team in the red.


is ths possible?


Thx!
Macint

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#2765: Re: Playerstart

by Drakas on 04/30/2007 18:00, refers to #2764

I don't think so, not yet.

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#2766: Re: Playerstart

by Macint on 04/30/2007 19:16, refers to #2765

hmm thats sad :(

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#2767: Map release.

by #Sauceofallevils on 05/01/2007 15:46

I have recently released the newest version of odejoy, it's on quadropolis. It has alot of sweet new features. I added the autograss feature into it, also fixing noclip and playerstarts. This map has many new features, expect to have fun in this map.
http://www.quadropolis.us/node/589#comment-2331

Have an eye out for my future releases, I'm working at two maps at the moment.

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#2768: importing maps

by seaniesean on 05/06/2007 04:02

hello, i'm a moron who stumbled across sauerbraten and downloaded it because it looked cool. I've managed to make a cool map and exported it to something called "md3" format using blender because i heard sauerbraten uses md3 format. Now, what i want to know is, is it possible to easily import this md3 file into sauerbraten, or is it a lengthy process involving copious amounts of metajargon? The latter, i suspect. Nonetheless, if the solution is simple, assistance would be appreciated. Or, i suppose if it's difficult, you could tell me how anyway. Cheers for reading.

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#2769: Re: importing maps

by tentus_ on 05/06/2007 04:05, refers to #2768

md3 is a model format. You know, for guns and monsters and other smallish things. It is not a map format, and cannot be used as a map. All the mapping for Sauer has to be done in Sauer or Cube 1.

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#2770: Re: importing maps

by seaniesean on 05/06/2007 04:08, refers to #2769

oh, so i can\'t use it for maps? that\'s a shame, i spent ages working out how to do that! Well, if it can\'t be done, then i\'ll try something else i suppose. Thanks for the prompt reply, i should\'ve come here at the start of the day.

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#2771: Re: importing maps

by eihrul on 05/06/2007 05:08, refers to #2770

The *WHOLE* point of Sauer is that it is its own map editor...

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#2772: Re: importing maps

by Passa on 05/06/2007 05:43, refers to #2771

And you can (technically) also use the Sauer mapping feature to make models themselves (you can export world geometry to obj, which is easily convertible to something like md3.)

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#2773: ..

by Acord on 05/06/2007 05:52

Here's a question I haven't found a good answer for:

I checked the config for some of the mpsp levels, and I've checked the docs, and can't figure it out: How do you make transparent level textures? I'm trying to do fences and such.

I've tried PNGs with alpha, I've tried the decal texture types and all that jazz, I think I'm just doing something wrong. Can anyone help?

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#2774: Re: ..

by shadow,516 on 05/06/2007 06:03, refers to #2773

you can't

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#2775: Re: ..

by eihrul on 05/06/2007 06:37, refers to #2773

At best you can make a model with a skin that is alpha-masked (just by giving the skin an alpha channel). Just that the alpha values have to be either fully transparent or fully opaque, no partial transparency.

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#2776: Re: ..

by tentus_ on 05/06/2007 19:39, refers to #2775

are there any plans for partial transparencies? I've been doing some spell designs that will look like poo without partial transparencies to soften the edges. I suppose I'll just have to work at a much higher resolution :P

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#2777: ..

by Acord on 05/06/2007 21:06

Alright - so models support transparencies, the map ed does not. Bummer. Thanks for the help though.

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#2778: Re: ..

by kurtis84 on 05/06/2007 22:59, refers to #2777

fences...just make a flat, one-sided model with an alpha-masked fence texture in .png format for the skin. Use geometry for the posts. By default models block bullets, and most fences wouldn't, but you can use an md3.cfg command to allow bullets to go through the model.

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#2779: cube = fun!

by nuble on 05/10/2007 03:54

i started playing around with sauerbraten a few days ago, and i'm getting hooked! creating maps is just so much fun.

i was reminded of escher's relativity last night, so...

http://www.nikonmonkeys.net/escher.ogz

the basic geometry is done, and i added some tunnels in and around the map to make it at least DMable.

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#2780: Downsizing a map?

by Sark on 05/13/2007 05:24

Hiya. I'm new to Sauer editing...as if it not too obvious...and I am wondering if there is a way to remove excess map space (ie. to make a smaller map base) without loosing everying that I've done so far? I've tried changing materials - but that doens't work. Any ideas? Thanks, in advance, for the help.

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#2781: Re: Downsizing a map?

by Acord on 05/13/2007 06:35, refers to #2780

Try the mapsize command.

Or, just grab the parts of the level you don't want anymore and shove them out to the sky.

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#2782: Re: Downsizing a map?

by baby rabbit on 05/13/2007 13:35, refers to #2781

within game use copy, then newmap, then paste...

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