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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847058 views, last view: 12/09/2021 06:36

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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#2996: ..

by Acord on 09/04/2007 19:24

GMax is free and has an md3 export set. I'm thinking of trying that because gamespace is so damned fidgety. GS works well, but you'd better save and save often, and never save over a previous file. Pain in the keister.

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#2997: ..

by Julius on 09/05/2007 00:31

You could use Milkshape, but I wouldn't recomment it (and it is only 30 days free, but not very expensive afterwards).

What I would actually do is let him model in Wings3D and then guide him though the steps of using Blender as an MD3 exporter only.
That why he also learns to use a "real" Programm right from the beginning :p

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#2998: ..

by AlvinD on 09/05/2007 17:41

I would suggest Milkshape3D it is what I use and i couldn't find a simpler program for your purpose. Sure its still in the early stages as a modelling program on the whole but its a great start.

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#2999: Re: ..

by Julius on 09/05/2007 19:11, refers to #2998

The problem is that it has been "in the early stages as a modeling program" for a few years now (and hasn't been really updated for a long, long time).

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#3000: Re: ..

by SanHolo on 09/05/2007 22:16, refers to #2989

Sounds like a good idea to me, simply auto-create a map-cfg if there is none with the current skybox and the other options set by the mapper.

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#3001: Couple of things

by tentus_ on 09/06/2007 19:40

I'm getting pretty close to done on a map I've been working on, but there are a few things that I need cleared up before I try and publish it.

First off, texturing. I use several of the gor and gibbie textures in the map because, well, they look better than the old textures. Those extra texturemaps go a long way. But I still use a couple of the ik2k textures, even though the lack of normal maps and such make them look a bit out of place next to the new textures. So I've taken a look at Iikken's license and here's what I get:

"These textures may also be freely modified by the user, or used as a
base for additional texture artwork. Any modified versions of the
textures remain my property, and the above restrictions still apply."

In a nutshell, he says that we could make normal maps and the like so long as we don't try and sell them. If I sit down and make some, would this cause complications for anyone else? Would they be useful to anyone else?


Next, particles and water. I got off my butt and did some reading in renderparticles.cpp, down about line 1215 where it actually defines the particles. None of those particles can be used make a convincing waterfall, nor can the water material do a a very good job, but I think I can blend the two together and make a tolerable result. I'm trying to make water stream off of a platform and fall down towards the skybox, so making it taper away is a problem.

So, my question is this: are there plans for making a "rain" or another "water fountain" particle that could help? If I made a rain texture, could that be used for a case 7?


Last question (this one may be a bit dumb): if I stick a bird md2 in a corner, should I label it's animation as idle or what? I couldn't find a precedent.

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#3002: ..

by makkE on 09/06/2007 21:18

Animations for mapmodels only in md3s.

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#3003: ..

by makkE on 09/06/2007 21:20

If you make normalmaps for the ik textures, you should copy those you use over to a new folder I guess, because otherwise that would be weird in maps that mix them with other old textures that donīt use any bumpmaps.

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#3004: Re: Couple of things

by eihrul on 09/06/2007 22:14, refers to #3001

Animation works for both md2s and md3s.

Just use the md2anim command to define the "mapmodel" animation.

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#3005: ..

by makkE on 09/06/2007 22:38

Ooops :) Sorry.

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#3006: Re: ..

by tentus_ on 09/07/2007 02:02, refers to #3003

Aren't bumpmaps and such loaded by a cfg? Specifically, "package.cfg"? So if I make an alternate cfg then it shouldn't affect other maps even if the normal maps are in the same folder, right?

Unless I missed something...

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#3007: ..

by Acord on 09/07/2007 08:50

Right. The maps are just a resource, the cfgs only call on the resources, not alter them.

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#3008: Re: ..

by kurtis84 on 09/11/2007 03:39, refers to #3006

I'll warn you now tentus, theres not much room in a 128 or 64 texture for normalmap details. You'll end up with an uglier texture than with no normal at all.

Then again, maybe you can prove me wrong. :)

BTW, nice to know theres more than just me around that still uses mdl. I use blender to convert to md3, I just wish blender would import an md2's animations.

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#3009: Re: ..

by shadow,516 on 09/11/2007 03:44, refers to #3008

You don't need to use the same sized texture for a normal map. You can use, say a 256x256 normal for a 128x128 diffuse

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#3010: ..

by Acord on 09/11/2007 06:21

It depends - just be careful about smoothing the details away. That's the problem with most NM stuff.

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#3011: selecting ALL entities at once

by rock.n.rol on 09/13/2007 00:34

Does someone know which command is needed to select all entities of a map at once ? i mean, lights, mapmodels etc...

No, it's not /entfind and i don't wanna use the M key to select only all entities of the same type, it's a command to select every entity of the map, need that to copy the whole map content at once, but i forgot it, damn.

Thanks in advance ;)

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#3012: Re: selecting ALL entities at once

by rock.n.rol on 09/13/2007 00:41, refers to #3011

Ok, it IS "/entfind *", i just forgot the "*".

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#3013: Re: selecting ALL entities at once

by yetanotherdemosthenescomputer on 09/15/2007 16:59, refers to #3012

Does /entselect 1 work as well? I think at one point, I accidentally used that instead of /entselect insel and had quite a bit more selected than I really wanted. ;)

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#3014: Re: selecting ALL entities at once

by rock.n.rol on 09/16/2007 18:35, refers to #3013

Yes, that works too. In fact, /enselect 1 was the command i didn`t remember, used it only one time and forgot that again ;)

thx

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#3015: TemStartpoints?

by FireDragoN on 09/22/2007 20:10

How can i make Team Startponmts? Like: Teamstartpoint red/blue/etc..,...

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