Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846930 views, last view: 12/09/2021 04:22 |
 |
|
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 :)
|
 |
|

Board Index

|
 |
#3062: Re: A problem with the jump pad |
|
by r oyajm
on 10/17/2007 10:10, refers to #3061
|
 |
|
Thank you both very much, now I'm getting a hang of this. Even got the jumppad's "power" adjusted :)
The problem might have been that I selected a plain texture object named "jumppad 2" or maybe there's a way to get that working too, but I'm happy this way.
reply to this message
|
 |
#3063: Textures D: |
|
by GreyMario
on 10/18/2007 07:18
|
 |
|
Okay, exactly what formats for textures are accepted? I'm going to be working on a simplistic block-like texture pack.
Also, how do I do depth maps?
reply to this message
|
 |
#3064: .. |
|
by zheddo
on 10/18/2007 17:00
|
 |
|
Hi, its me again ;)
Ive re-read the manuals... But i still do not figure out on how to make empty space on maps... Such as for example you would have 4 corridors combining each other with nothing in the middle, such as if you were to fall in the middle you would fall into the emptiness of the skybox and die... To make a floating island or a space shuttle or i dont know what :) I've seen in on plenty of other maps, but still havent found out the secret behind it :/
Im about to give it up and just make all my maps square ;)
Could anyone perhaps help me on that one?
reply to this message
|
 |
#3065: ok |
|
by ATIRULE
on 10/18/2007 19:16
|
 |
|
just select the Bigess grid size and press delete
Btw be sure to leave and small cube some where that way its easer to build in the sky :P and u can build off that
reply to this message
|
 |
#3066: .. |
|
by zheddo
on 10/18/2007 19:57
|
 |
|
dammn guess i kinda should have done that before buildin the maps :P Thanks I'll get straight to work :)
reply to this message
|
 |
#3067: Re: .. |
|
by Quin
on 10/18/2007 20:56, refers to #3066
|
 |
|
Just delete any space you don't want. I don't understand what your having trouble with, if you know how to create and delete cubes - just apply that same concept on a larger scale.
reply to this message
|
 |
#3068: Jumpads |
|
by Dracion
on 10/20/2007 17:34
|
 |
|
Hi,
I know this might seem like a mundane question, but I am only a newish editor. I was wondering, how do you make jumppads? I know the ent is jumppads, but I don't know how to configure them so that they make you jump >_> If someone could give me some tips or point me in the direction of a guide, I would be grateful.
Thanks, Dracion
reply to this message
|
 |
#3069: Re: Jumpads |
|
by SheeEttin
on 10/20/2007 18:00, refers to #3068
|
 |
|
To create a jumppad with a push, type "/newent jumppad x y z", where x, y, znd z are the amounts it will push you in the specified direction. (There's a handy little arrow to indicate the direction it will push.)
You can change the attributes of an entity by selecting it, hitting the period key ("."), and editing it there. The command will come pre-filled with the current attributes.
reply to this message
|
 |
#3070: Re: Jumpads |
|
by MeatROme
on 10/20/2007 18:20, refers to #3069
|
 |
|
Didn't we answer the same Q couple of days ago?
a) RTFM ... except for the "."-hint everything is already there...
and regarding jumppads in particular (since most newcomers seem to stumble over them) I did a little explanation here
http://cube.wikispaces.com/Editing+Methods#tocEditing%20Methods9
already ... ages ago ...
needs updating only on the "entset" command which wasn't in existance at the time of writing ...
reply to this message
|
 |
#3071: Re: jumppads |
|
by GreyMario
on 10/20/2007 22:42
|
 |
|
SheeEttin, I believe that the directions are actually Y Z X or Y X Z since Y is vertical.
reply to this message
|
 |
#3072: .. |
|
by eihrul
on 10/20/2007 22:58
|
 |
|
Z Y X, where Z is vertical.
reply to this message
|
 |
#3073: Re: jumppads |
|
by SheeEttin
on 10/20/2007 23:56, refers to #3071
|
 |
|
Whatever. I was just using variables.
If I had really wanted to, I could've looked it up in the source... but eihrul's already mentioned it.
reply to this message
|
 |
#3074: Re: jumppads |
|
by Dracion
on 10/21/2007 09:50
|
 |
|
Ah, thanks. I got some working in my map. Another question though, how do I set the background? Sorry if this is noobish again, but t would help a lot if someone could tell me.
Thanks, Dracion
reply to this message
|
 |
#3075: Re: jumppads |
|
by jbuk2k7s cookie has gone
on 10/21/2007 15:04, refers to #3074
|
 |
|
/loadsky directory/skyboxname
Find it inside your sauer \'packages\' folder ans then type the location as if you were in packages.
reply to this message
|
 |
#3076: LoadSky (was Re: jumppads) |
|
by MeatROme
on 10/21/2007 17:24, refers to #3074
|
 |
|
Checkout http://cube.wikispaces.com/Map+Config+and+Scripting
reply to this message
|
 |
#3077: Re: .. |
|
by GreyMario
on 10/21/2007 20:29, refers to #3072
|
 |
|
Except that quite goes against the rules of standard 3D in computers. Z is depth into the screen, Y is height, and X is left/right from the Y axis.
Any particular reason you chose Z as the up/down axis?
reply to this message
|
 |
#3078: Re: .. |
|
by tentus_
on 10/21/2007 21:29, refers to #3077
|
 |
|
Cube maps functioned on a grid. North/south could be visualized as Y, east/west could be X, so Z became our jumping. Same is true with real world maps- when we look at latitude and longitude, we thing X for east/west and Y for north/south.
reply to this message
|
 |
#3079: .. |
|
by Acord
on 10/22/2007 04:41
|
 |
|
Z-up is actually fairly common...
reply to this message
|
 |
#3080: .. |
|
by Quin
on 10/22/2007 06:16
|
 |
|
I thought it was just that Sauerbraten mimics certain Quake-isms (mouse sens, etc).
// move from RH to Z-up LH quake style worldspace
glRotatef(-90, 1, 0, 0);
glScalef(1, -1, 1);
Yep, that from transplayer() in rendergl.cpp :)
reply to this message
|
 |
#3081: Re: .. |
|
by SanHolo
on 10/22/2007 18:49, refers to #3077
|
 |
|
Simply look up when in sauerbraten, and there you go: Z is into the screen, X and Y move you on the plane of the screen.
Damn, sauerbraten is _that_ flexible!
reply to this message
|
 |
 |
|

Board Index

|
 |