Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846843 views, last view: 12/09/2021 02:39 |
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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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#3082: ???????? |
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by LockDown
on 10/22/2007 20:23
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i add monsters but they dont appear?
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#3083: .. |
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by LockDown
on 10/22/2007 21:03
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how do i save my maps
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#3084: Re: ???????? |
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by MeatROme
on 10/22/2007 21:31, refers to #3082
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http://cube.wikispaces.com/FAQ#tocFAQ15
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#3085: Re: .. |
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by MeatROme
on 10/22/2007 21:32, refers to #3083
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http://sauerbraten.org/docs/editref.html#savemap
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#3086: making a blank map. |
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by Dean Avanti
on 10/28/2007 01:45
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I am completly new to this engine, looks great from what Ive seen.
I want to make my own map, so I need a blank map.
This is what I do.
open game, press E, press T, brings up console type newmap 7
it says, unnamed: newmap 7
No blank map happening, whats happening here? what am I to do to start editing my own maps, I want a blank map.
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#3087: Re: making a blank map. |
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by MovingTarget
on 10/28/2007 03:38, refers to #3086
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You are missing one thing! When typing commands like newmap, prefix them with '/'.
Like /newmap 7.
MovingTarget
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#3088: Optomisation - Building clean levels. |
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by Dean Avanti
on 10/28/2007 18:18
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See illustration.
[img]http://www.avantivita.com/Dean/Cube2prob.gif[/img]
If the code doesnt work, here is a direct link to the image
http://www.avantivita.com/Dean/Cube2prob.gif
'a' made from lots of small cubes
'b' we have been editing and changing our mind on what we want, adding bits as we went along, eventually we decided on a wall, put its made from different sized parts.
'c' this is how we would build say in quake, or even unreal ed, we want a wall we make a brush the size we want, when the engine converts it to polys its very neat.
But what of the others, if the engine triangulates the other shapes, we see lots and lots of polys, wall 'a' has the most, we selected a small cube and just made a wall from that, perhaps cube 2 works differently and when it converts the map to polys it optomises it and however you build the wall it will turn it into wall 'c'
So what the deal here, I want to build my level to run well and be optomised, perhaps sssss works differently than other engines and one doesn't worry, just build how you want, don't worry about it, you are not extruding lots and lots of boxes like in 'a' that's just what it seems like, it cleans that up for you. Just wondering what's the deal with the engine, all these boxes make me believe the polycount will be massive and I should select the biggest sized box I can.
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#3089: Re: Optomisation - Building clean levels. |
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by MeatROme
on 10/28/2007 19:07, refers to #3088
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remip is your friend (see editing menu "optimize")
... more elaborate answers might come from true octree wizards like aard, eihrul (math) or kurtis84 (art) ... but in short I think it's safe to say the octree itself is already a good step toward optimizing.
Because of it we don't need any of the old geometry optimizers for programs such as VIS (that were required for BSP type engines!) ... like the good old "S-Bend" ;-)
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#3090: :( |
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by Yadda
on 10/28/2007 19:59
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I still cannot figure out how to change the skybox. Call me a newbie I don\'t care but i\'ve been wanting to do that since the earlier versions of sauerbraten.
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#3091: Re: :D |
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by tentus_
on 10/28/2007 20:24, refers to #3090
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You need a map cfg with this in it, changed to fit what you want:
skybox "directory/name"
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#3092: Re: :D |
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by tentus_
on 10/28/2007 20:28, refers to #3091
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Whoops, I meant to type this:
loadsky "directory/name" X
It's been a long day. X can add rotation to your skybox, the higher the number the faster it goes. Put a negative in front to make it go the other way.
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#3093: Re: :( |
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by Dean Avanti
on 10/28/2007 20:31, refers to #3090
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this may help-
http://www.quadropolis.us/node/279
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#3094: Re: Optomisation - Building clean levels. |
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by Dean Avanti
on 10/28/2007 20:42, refers to #3089
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remip is your friend (see editing menu "optimize")
What's remip, Ive just picked this engine up this weekend, Ive level designed for years, but this one is new, tutorials are thin on the ground, this remip, is it a tool, you just click it and it cleans the map up, making the cubes the most optimized size to be most efficient, or is it a tool for deleting edges and you go round the map hand editing the edges out.
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#3095: Re: Optomisation - Building clean levels. |
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by shadow,516
on 10/28/2007 21:08, refers to #3094
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just type /remip into the console, and voila.
Here's a comparison:
http://tunes.org/~eihrul/remip1.jpg
http://tunes.org/~eihrul/remip2.jpg
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#3096: user friendly tutorials |
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by Dean Avanti
on 10/29/2007 00:56
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user friendly tutorials are not plentifull,
I have only seen the wiki and read me, I could do with tutorials like this one here
http://godsendproductions.com/index.php?option=com_content&task=view&id=1&Itemid=1
The wiki and read me are not the best things to learn from, I find it odd that such a good engine should have such a lack of tutorials.
Are their any links to good tutorials?
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#3097: .. |
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by Acord
on 10/29/2007 01:21
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Not really. Sauer is a wonderful engine with one of the best map editing setups there is, but the documentation is pretty far behind and tutorials don't come around often.
Advice: Grab a shovel and dig in. Play the levels, and if you see something that you want to know how to do, pull apart the cfg file for that map. There are several things that are not well documented, or documented at all.
Also, don't forget to read the docs that come with your sauer download. They're in the docs directory. They contain a lot of things that don't show up here, and vice versa.
Happy hunting.
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#3098: selecting faces from different areas of the level. |
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by Dean Avanti
on 10/29/2007 03:12
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Most things seem to be in order now, I have one request though, it would be usefull to be able to select a load of faces, then move my view point and selelect some other faces, I may want to extrude a whole bunch of cubes in different places, how do we select some faces and also select others on the map, while keeping the first lot still selected, If I select some faces, then go to some other place on the map and select some more, the first lot become un selected, so I cant select multiple faces from different parts areas of the map, is there a way to do this.
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#3099: .. |
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by apflstrudl
on 10/29/2007 11:23
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afaik that's not possible yet
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#3100: Re: .. |
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by SheeEttin
on 10/29/2007 20:54, refers to #3099
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Nope. Do it in one place, then another. Your selection must be one contiguous rectangular prism.
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#3101: Re: selecting faces from different areas of the level. |
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by Gilt
on 10/30/2007 15:01, refers to #3098
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wouldn't that be like editing text using multiple different focuses?
cloning, copy and paste, that sort of thing is a much better solution.
The only operation that would still be sane using multiple selections would be deletion. You'd have to be so careful when using it with other operations that it'd just be easier to focus on one selection at a time.
If I was pressed to add higher level operations like that, it would need to be much more structured.
For example, you could copy a group of cubes, a pillar for instance, but instead of simply pasting a separate set of cubes, they would be linked. Most edits affecting one, will affect all. Or similarly, have a search function where you could search a map or selection for all occurrences of a particular group of cubes.
with those approaches you know that any editing on those groups will be at least internally consistent.
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