Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846929 views, last view: 12/09/2021 04:22 |
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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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#3102: .. |
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by :P
on 11/02/2007 02:33
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This is a totally random question. I once stumbled on the ability to zoom in. I\'m pretty sure it had something to do with the mouse wheel. Could someone tell me how to do it again? I forgot
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#3103: Re: .. |
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by shadow,516
on 11/02/2007 02:39, refers to #3102
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G + MW
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#3104: Re: .. |
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by :P
on 11/02/2007 02:42, refers to #3103
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thank you
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#3105: coop editing mode |
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by !!!!!!!!!
on 11/04/2007 02:40
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how do u set up coop editing mode cause me and my friedn want to work ona map together so like how to u make it coop edit mode
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#3106: Re: coop editing mode |
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by MeatROme
on 11/04/2007 12:51, refers to #3105
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Read
http://cube.wikispaces.com/Multiplayer+Guide#tocMultiplayer%20Guide4
and the following paragraph about voting ... which just reminds me I have to update that page with the new insta-capture mode information!
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#3107: How do you delete Maps? |
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by Puff
on 11/05/2007 10:19
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Is there any way of deleting default Maps?
Also how can i slow the speed of the character? I would prefer a slower pace.
Thanks!
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#3108: Re: How do you delete Maps? |
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by SheeEttin
on 11/05/2007 21:17, refers to #3107
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Maps are in sauerbraten/packages/base. Files with the extension .ogz are the maps, most have a screenshot and a CFG by the same name.
You can't slow the game in multiplayer, but if you want to slow single player, try playing with the gamespeed variable.
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#3109: Re: How do you delete Maps? |
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by Puff
on 11/05/2007 21:24, refers to #3108
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Thank you Very Much!
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#3110: Message censored by administrator |
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by demonman133
on 11/06/2007 04:01
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#3111: Message censored by administrator |
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by demonman133
on 11/06/2007 04:01
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#3112: Message censored by administrator |
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by demonman133
on 11/06/2007 04:01
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#3113: Re: waka |
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by shadow,516
on 11/06/2007 05:21, refers to #3110
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thank you, for that enlightening post. I'm sure we can all learn from you banging your head repeatedly on a keyboard.
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#3114: .. |
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by Acord
on 11/06/2007 05:54
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How in the HECK did you solve the math puzzle?
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#3115: Re: .. |
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by nieb
on 11/06/2007 10:16, refers to #2995
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Have you tried Milkshape3D Tentus?
As many 3d modeling programs as I've used I always end up coming back to Milkshape.
It has it's limitations but it's simplicity, ease of use, and the ability to import and export most any format you can think of more then make up for it.
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#3116: 3d model following camera rotation? |
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by aftasardem no kookies again
on 11/06/2007 16:04
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hi all. i was wondering if it is possible to make a 3d model(animated or not) rotate following the camera rotation, so the player can only see one side of it at all times, to give the impression it is 2d.
i was thinking in creating that old school flare effect, to put around the lamps. or foliage, like it was done in oblivion and many other games. or even cell shaded stuff like in okami.
it would be nice.
any of this is possible in sauer?
thanks in advance!
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#3117: Re: 3d model following camera rotation? |
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by SheeEttin
on 11/06/2007 21:16, refers to #3116
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Can't help with the modeling, but there is a lens flare effect already (particle #32).
In fact, you may want to consider particles, rather than models. Check out how particle #0 is made, and work from there.
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#3118: Re: .. |
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by tentus_
on 11/07/2007 06:02, refers to #3115
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Greatly dislike it actually. I'm not a big fan of shareware in general, and Milkshape does not strike me as intuitive. As I said, the modeler I keep coming back to is Q2Modeler version 8.3, augmented with occasional use of version 9.11. I kinda like using GMax as an exporter.
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#3119: Particles |
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by zheddo
on 11/07/2007 07:25
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Ive often sstumbled across the discussion of particles, and also very often people have been talking about things such as particle #32 and such things, however if i mave a newent and select it as a particle, i can only access the standart 3 types, the blue sparkly, the steam and the spinning fireball...
What are these higher particle numbers everyone talks about? And how can i use them?
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#3120: Re: Particles |
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by tentus_
on 11/07/2007 08:03, refers to #3119
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The online docs are out of date. However, if you look in
Sauerbraten/docs/editref.html
there should be an entry at the very bottom about particles. I've copied it here, but without the table formatting I cannot guarantee its legibility.
Type Values Description
0 fire with smoke
1 direction (0..5) smoke vent
2 direction (0..5) water fountain
3 size (0..40), rgb (0x000..0xFFF) explosion, i.e. fire ball [*expensive compared to other particles]
4 direction (0..5), length(0..100), rgb (0x000..0xFFF) tape/flare
4 direction (256+effect), length(0..100), rgb (0x000..0xFFF) multiple tape/flare effect [*consider experimental]
Effect Description
0..2 circlular
3..5 cylinderical shell
6..11 conic shell
12..14 cubic volume
15..30 planar surface
21 sphere
note: +32 to reverse direction of tapes
5 percentage (0..100), rgb (0x000..0xFFF) capture meter, i.e. rgb vs black
6 percentage (0..100), rgb (0x000..0xFFF) vs capture meter, i.e. rgb vs bgr
32 red (0..255), green (0..255), blue (0..255) plain lens flare
33 red (0..255), green (0..255), blue (0..255) lens flare with sparkle center
34 red (0..255), green (0..255), blue (0..255) sun lens flare, i.e. fixed size regardless of distance
35 red (0..255), green (0..255), blue (0..255) sun lens flare with sparkle center
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#3121: Re: Particles |
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by tentus_
on 11/07/2007 08:08, refers to #3120
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Ugh. Yeah, let's try that over.
0 = fire with smoke
1 = smoke vent
2 = water fountain
3 = explosion, i.e. fire ball [*expensive compared to other particles]
4 = tape/flare
5 = multiple tape/flare effect [*consider experimental]
6 = capture meter, i.e. rgb vs black
7 = vs capture meter, i.e. rgb vs bgr
32 = plain lens flare
33 = lens flare with sparkle center
34 = sun lens flare, i.e. fixed size regardless of distance
35 = sun lens flare with sparkle center
Aaaand I'm gonna skim over the values associated with those. Experiment.
I noticed when I copied that over that there's actually a typo in the docs, it has particle 4 listed twice, which means that it says that particles 5 6 and 7 are listed as 4 again, 5, and 6.
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