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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847057 views, last view: 12/09/2021 06:35

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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#3122: ..

by zheddo on 11/07/2007 08:44

Hmmmmmm sounds interesting :)

Now my next question would be how to use them...

/newent particles 32

i read over the command reference, but i didn't find information about particles. I know how to implant the standard first 3 particles, but how do i play around with the higher number particles? 4, 5, 6, 7, 32, 33, 34, 35 and so on?

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#3123: ..

by zheddo on 11/07/2007 16:18

Mhhhh i think i should clarify my question ;) Where will i get beam effects in differnet colours, or sparkle effects, such as a defect electric wiring etc?

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#3124: Re: ..

by shadow,516 on 11/07/2007 16:46, refers to #3122

That's not a typo, read more closely ;)

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#3125: ..

by apflstrudl on 11/07/2007 18:20

http://www.quadropolis.us/node/908

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#3126: ..

by MikeyP on 11/07/2007 19:27

..

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#3127: Re: ..

by tentus_ on 11/07/2007 22:42, refers to #3124

Huh, you're right. In which case, it would make more sense to leave the second 4 out and valign the second cell to top, so that it reflects more clearly that they're the same thing.

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#3128: Re: Particles

by marcpullen2 on 11/08/2007 04:15, refers to #3120

tentus - that was a huge help!

Check this out, one engine is blue hot on the front, the other has blown and the magical space red power goo leaked onto the ground (a WIP map I'm working on).

Blue/red hot engine:

http://www2.fanaticalproductions.net:8080/temp/blue_and_red_hot_engine.jpg

Blown engine (nuclear I guess?)

http://www2.fanaticalproductions.net:8080/temp/blown_engine_back.jpg

http://www2.fanaticalproductions.net:8080/temp/blown_engine_side.jpg

It's much more lively in action because the fireballs rotate, looks very nice.

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#3129: Re: Particles

by SanHolo on 11/08/2007 11:16, refers to #3128

Very nice details!

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#3130: Re: Particles

by SheeEttin on 11/08/2007 21:21, refers to #3129

Indeed, very nice. Can't wait to see the finished map.

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#3131: my city map

by ddjoene on 11/10/2007 13:14

i used to make my own map but i lost the file ,comment plz:p
http://video.google.nl/videoplay?docid=-6931351739615196227&q=psta&total=57&start=0&num=10&so=0&type=search&plindex=0
its a industrie city like map.

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#3132: ..

by Julius on 11/12/2007 21:02

I have a question regarding sky boxes:

How would you make an moving overlay at the top (like it is done in UT2004 quite often)?
I would like to do a skybox that "fuses" with the fog, but with some moving clouds at the very top.

Anyone got an idea?

Oh and btw does the number parameter behind loadsky parameter rotate the skymap like it is done in douze?

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#3133: Re: skyboxes

by MeatROme on 11/12/2007 21:17, refers to #3132

well, you could read that up in the documentation surely ... and if you can even state an example for it having already been done ... really - where's the problem?

you might use mapmodels cleverly to simulate the desired blending of skybox and fog ... but don't ask me how to do that, it's just a random thought

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#3134: ..

by Julius on 11/12/2007 21:44

That I am lazy :) But actually I searched the docs for the "loadsky" command and it wasn't found except for a reference that something was like "loadsky" :p

Oh and regarding that idea with the mapmodels... well thats why I had a close look at the planets in douze which are such mapmodels "in the skybox". But in game (if you look closely) they appear quite close and not really like something actually part of the skybox.
Would be cool if you could set up a sky portal which points to a tiny "skyworld" like it is done in UT.

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#3135: Re: ..

by SheeEttin on 11/12/2007 21:51, refers to #3134

Sauer doesn't do skyrooms. It just doesn't work with the way the maps are made.

However, I can think of a few ways to do what you want to do (in order of easiest to hardest):
1. Skybox. Create (or modify) a skybox, and draw clouds on it. Set the skybox to rotate.
2. Mapmodels. Create a model of the clouds, and put it up at the top. (Rotating, if desired.)
3. Particles. Mod the game to do it... though I don't know how you'd go about it. Definitely the hardest option.

Personally, I'd go with the skybox, but then it wouldn't be possible to have them rotate at different speeds.

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#3136: ..

by Julius on 11/12/2007 21:59

Well actually I though about using a model with some sort of moving multilayerd texture (once I figured out the GLSL shaders properly :) ), but it would probably look too close and not really connected to the skybox in game.

What do you mean with using particels? Create the clouds out of particles?

Thanks for the input.

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#3137: Re: ..

by SheeEttin on 11/12/2007 22:04, refers to #3136

Well, you'd have to create your own particle effect... I wouldn't even attempt it.

On the mapmodel, as I said, you can have it rotating at a speed different from that of the skybox (or even in the other directon). I think it'd look pretty good, personally.

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#3138: ..

by Captain_Ahab on 11/13/2007 00:12

might be neat if there could be 2 skyboxes rotating at different rates with one showing through the other's alpha channel.
....clouds obscuring the moon perhaps
....different layers of clouds moving as during a storm ( plus rain )

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#3139: ..

by zheddo on 11/13/2007 18:22

Ive played around with the editor for quiet some time now, and I keep facing two problems using glass which I cant get around fixing.

[URL=http://img444.imageshack.us/my.php?image=screenshot100486pf1.jpg][IMG]http://img444.imageshack.us/img444/6466/screenshot100486pf1.th.jpg[/IMG][/URL]

Problem 1:
Glass reflects the skybox, how do I get it to reflect the room that youre currently in, instead of the skybox?

and

Problem 2:
When I create glass using the smallest cube size it sometimes creates areas which seem as if there was no glass at that area (see screenshot)

Ive seen it before that both problems have been solved on other maps, so i know its possible :) I just dont know how :/

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#3140: Re: reflective material

by MeatROme on 11/13/2007 18:48, refers to #3139

@1: "/newent envmap" && RTFM ;)


@2: can have two causes:

- if your driver/card is lacking, seams like this can be caused at certain grid boundaries .. no fix apart from shifting the entire map geometry then.

- or it's just because you really didn't change that cubes material to glass ... LCTRL (passthrough 1) is your friend when trying to select stuff you've already built around.

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#3141: Warehouse - Well done...

by Q009 on 11/13/2007 19:08

Warehouse map is done. But i have problem with uploading to quadropolis.us so here is the link: http://www.brothersofbattle.w8w.pl/warehouse.html

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