Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847059 views, last view: 12/09/2021 06:36 |
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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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Board Index

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#3042: How to start with an "emty" map |
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by zheddo
on 10/08/2007 11:41
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How do you delete that standart square ground you start off with the /newmap command? Ive seen plenty of maps which seem to consist of only what has been built and the rest is empty (screenbox) I hope you get what i mean ;)
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#3043: .. |
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by zheddo
on 10/08/2007 11:43
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Oh yeah and while Im at it, when Ive loaded a skybox, save the map, exit and return later it doesnt save my screenbox sky which I have loaded, how do i make it so that it stays?
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#3044: Re: skybox et al |
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by MeatROme
on 10/08/2007 13:56, refers to #3043
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http://cube.wikispaces.com/Map+Config+and+Scripting
and regarding your Q in #3044 (http://cubeengine.com/forum.php4?action=display_thread&thread_id=3&start=3042http://cubeengine.com/forum.php4?action=display_thread&thread_id=3&start=3042) ... remove it yourself, duh! ;-)
G + MW to a big gridsize might help ... but I'd do it later rather than sooner, because in a really empty map selecting cubes can be ... errhm ... somewhat difficult ;-)
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#3045: .. |
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by zheddo
on 10/10/2007 21:34
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I have found quiet a package of stationary md2 Models online (Freeware) and I'd like to add them to my map models section... I've played around with the default_map_models.cfg file, however the default original mapmodels are still present in the editor... How would I correctly add a model so that it appears under the "default map models" section in the editor later on??
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#3046: Re: .. |
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by SheeEttin
on 10/10/2007 22:23, refers to #3045
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http://sauerbraten.org/docs/editref.html#mmodel
RTFM, it's quite informative.
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#3047: .. |
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by zheddo
on 10/11/2007 00:55
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I wouldnt have come asking here if i wouldnt have rtfm ;) Ive read it, although I have to admit that I didnt quiet get it... I have already changed my .cfg file to match the directories of my models, however it will not display my new list. It just keeps showing the standard pre-given mapmodels while in the lev. editor. My question was how to exchange the pre-given models with new ones, so that Ive got my own complete list of what to choose from...
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#3048: Re: .. |
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by SheeEttin
on 10/11/2007 02:46, refers to #3047
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I'm pretty sure that list is static.
Just put a mapmodelreset in your CFG, followed by an mmodel for each model you want, and start placing models. The first one registered will be number 0 and will go up for each new model.
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#3049: .. |
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by zheddo
on 10/11/2007 07:58
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Sorry to bother with so many questions... But im not so practiced at programming.
What ive done now was to change my "mymap.cfg" file in the /base directory, if Im mistaken please tell me which other .cfg file I am supposed to edit to get the wanted results, because until now no matter which .cfg file I have edited the standard models were still in the list :(
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#3050: .. |
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by zheddo
on 10/11/2007 08:16
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(This forum needs an "edit" button :P)
btw my first few lines of coding look like this:
mapmodelreset
mmodel "tree1"
mmodel "kipsta/barrel1"
mmodel "kipsta/barrel2"
anything wrong with that? shouldnt that set the model list to only those 3 models in my editor now?
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#3051: Re: .. |
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by eihrul
on 10/11/2007 08:19, refers to #3050
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That sets the list indexed when you new "/newent mapmodel N", where N is place of the mapmodel in your mapmodel list, starting from 0.
The editing menus are hard-coded in menus.cfg, and have nothing to do with your map's cfg file, nor are the menus required to edit anything.
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#3052: .. |
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by zheddo
on 10/11/2007 10:14
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Ok I think I have finally understood. The pre-given mapmodels are unchangable, unless changing the hard coding of the menu itsself.
However I need to make a new list of Models for every new map which I create, therefore if my map was called "Bunker.ogz" I would need a "Bunker.cfg" file to go along with that which starts listing my own models such as
mapmodelreset
mmodel "Kipsta/box" // 00
mmodel "kipsta/barrel1" // 01
mmodel "kipsta/barrel2" // 02
...etc.
(depending on in which directory my models are etc...)
Then later on while in the lev. editor i call up my models by the command
/newent mapmodel N
whereas N stands for the number of the slot the model uses...
Have I gotten things right so far?
It did actually seem to work, but I guess if the model shows up as an empty box titled "mapmodel" it means that the model does not suport the right format?
(I appologize again for the many questions... Im a gfx designer and unfortionately have little knowledge of programming -.-)
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#3053: .. |
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by zheddo
on 10/11/2007 10:19
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Oh and I saw that i completely forgot to link the site I got the models from -.-
http://md2.sitters-electronics.nl/
They are alle md2 models, and theres lots of them!
Id be thankful if someone could try it out that has a little more knowledge of such things than i do ;)
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#3054: .. |
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by zheddo
on 10/11/2007 11:12
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Woot :) renaming the models was the problem :P
tris.md2 and skin.jpg for the win
dammn :P
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#3055: Re: .. |
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by SheeEttin
on 10/11/2007 21:16, refers to #3054
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Congratulations, you got it figured out. :)
I wish more users solved their problems like that...
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#3056: Re: .. |
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by shadow,516
on 10/11/2007 22:48, refers to #3055
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although... it seems like it would be fairly simple to generate the mapmodel menu automatically... eihrul, any thoughts on this?
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#3057: A problem with the jump pad |
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by royajm
on 10/15/2007 03:16
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The jump pad I've gotten to my map wont work. I think that it might be because the arrow of the object isn't pointing up as I think it should. Can somebody please tell me how to fix this?
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#3058: Re: A problem with the jump pad |
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by tentus_
on 10/15/2007 03:33, refers to #3057
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/entproperty is your friend. Read this and nearby entries for more details and ideas:
http://sauerbraten.org/docs/editref.html#entproperty
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#3059: Re: A problem with the jump pad |
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by royaj m
on 10/15/2007 14:06, refers to #3058
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Sorry to ask, but could you help me on using that? I'm a total newbie at using sauerbraten (started approx. a week or two ago) and I am not familiar with all the commands yet... If you could tell me how to get the junp pad working, it would be awesome. I'm just too dumb to understand the instructions given in the manual I guess... :)
Sorry if my english is bad (I'm finnish)
Aargh, can't use my nick or email (they are in use by an other member...) :F
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#3060: Re: A problem with the jump pad |
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by MovingTarget
on 10/15/2007 20:08, refers to #3059
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How did you put the jumppad in? If you did /newent jumppad there will be no arrow, but since you said the arrow wasn't pointing up, I assume there was an arrow. Try /newent jumppad 10. That should give you a little boost up.
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#3061: Re: A problem with the jump pad |
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by MeatROme
on 10/15/2007 20:14, refers to #3060
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- select entity
- press the DOT key (".")
- edit the pre-filled "/entset ..." command and press ENTER
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