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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545336 views, last view: 05/18/2024 11:15

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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#3362: DMSP skill

by MeatROme on 01/31/2008 20:37

Well, for one thing there's always "skill" - with it's default of 3 there's a lot of room to make the monsters behave more responsively ... just increment it ... "skill 10" is the hardest.

Of course anything is possible with a mod .. if you're really talking about a source modification, that is.
There is no other way to do what you want ATM.

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#3363: Re: ..

by kurtis84 on 02/01/2008 19:11, refers to #3359

I would rather just be able to edit the material cubes, as opposed to the gridsizes getting smaller....for everything except material cubes, the gridsize is not an issue.

I would REALLY like to see it possible to squish a material cube down so it looks like a thin/flat strip....would make nice looking glass, and water puddles for starters...give me 10 minutes and I could come up with a huge list of benefits/effects, as I recall thinking about this several times before this topic came up here.

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#3364: ..

by ezombie on 02/01/2008 20:14

Just a random spout - the copyto/pastfrom support turns out to be a bit harder then I anticipated. Since I ended up spinning my wheels after awhile (entities were easy, it\'s those darn cubes), I believe I need to wrap more of my head around the engine first.

So it goes on the shelf for a bit, and I move toward other goodies.

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#3365: Text Trigger thingy??

by willy111111111 on 02/07/2008 03:30

I was wondering what do you do if you want to make that trigger where iff you walk over a certain area, like text at the top-o-screen pops up. How do you do that kinda crap???

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#3366: Re: Text Trigger thingy??

by SheeEttin on 02/07/2008 04:27, refers to #3365

Triggers.
See http://sauerbraten.org/docs/editref.html#_mapmodel_ and the map 4b and its CFG(s)

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#3367: ..

by ezombie on 02/08/2008 02:25

A question about textures...

Does Sauer use the 'Doom3' format of normalmaps:

Blue maps (128-255) to Z (0.0 - 1.0)

Or the 'Blender' format:

Blue maps from (0-255) to Z (0.0 - 1.0)

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#3368: How do I make maps?

by chunky549 on 02/10/2008 12:55

Hey, I have a question about map editing..

Could somebody please be so kind as to point me to a guide? Thanks in advance.

P.S The math puzzle is sooo rigged!

4+3 so DOES equal 2!! >:(

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#3369: Re: How do I make maps?

by tentus_ on 02/10/2008 23:33, refers to #3368

http://sauerbraten.org/docs/editing.html

http://sauerbraten.org/docs/editref.html

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#3370: what the?

by guy556 on 02/11/2008 01:33

wehn i spawn pickups they dont work, they disapear when they are attempted to be picked up

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#3371: Re: what the?

by yetanotherdemosthenescomputer on 02/11/2008 02:39, refers to #3370

Save the map and reload it.

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#3372: new morsel in the wiki

by MeatROme on 02/11/2008 22:47

seeing as the wiki only sees "bursts" of activity I guess a lot of you haven't found/seen Aardappel's latest morsel he added ... although, you might have already found them on your forrages through youtube :
http://cube.wikispaces.com/Videos
Tutorials by Dr Penny de Byl, Senior Lecturer (Computer Games and Graphics Programming), University of Southern Queensland, Toowoomba, Australia.

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#3373: Re: new morsel in the wiki

by MovingTarget on 02/11/2008 23:32, refers to #3372

Hmmm, nice.
I thought she sounded like Keira Knightley for a minute there ;-)

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#3374: What is a good value for # of lightmap textures?

by enigma_0Z on 02/18/2008 00:50

I'm working on a farily large SP map and I'm using up some 14 light textures. Is this wrong? Should I re-light the map?

Furthermore, what could produce this and what is a "good" number. I'll be posting a developer's preview of my map to quadropolis soon.

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#3375: Re: What is a good value for # of lightmap textures?

by yetanotherdemosthenescomputer on 02/18/2008 01:20, refers to #3374

Something like 4 or five is probably good. Ten is pushing it. You can adjust the precision of the lightmap generation, which will reduce (or enlarge) the number of lightmaps.

Precision 1 generated about 1012 lightmaps when I was playing around a while ago. Took about an hour to generate the LMs.

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#3376: Re: What is a good value for # of lightmap textures?

by ezombie on 02/18/2008 01:31, refers to #3375

But but but...

Generation times aside, does it make the map run slower? I have yet to go past 7 LM in my relatively simple maps. Anyone else care to report any experiences?

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#3377: Re: What is a good value for # of lightmap textures?

by yetanotherdemosthenescomputer on 02/18/2008 01:33, refers to #3376

Makes the map take longer to load and generate, does not slow down play (that I noticed).

Looks amazing, bloats filesize unnecessarily.

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#3378: Re: What is a good value for # of lightmap textures?

by ezombie on 02/18/2008 03:51, refers to #3377

Good to know.

looking amazing != unnecessary for some. ;)

How much bloat are we talking about? Lightmaps are very friendly to lossless compression.

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#3379: Re: What is a good value for # of lightmap textures?

by yetanotherdemosthenescomputer on 02/18/2008 04:55, refers to #3378

We're talking about 2000% bloat, approximately.

1,106,169 bytes - cmap12, compiled with lightmaps at a more normal setting (32 or 64, IIRC)

25,282,389 bytes - cmap12_l, compiled with lightmaps at a very precise level (1)

So, it's a terrible tradeoff to compile at precision 1. Now, 2 should give a better ratio of meaningful data versus bloat. Four might even be better, and it's still quite a step above the default.

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#3380: Re: What is a good value for # of lightmap textures?

by tentus_ on 02/18/2008 07:14, refers to #3378

I've found that in a decent sized and detailed map that bumping the lightprecision from 32 up to 48 or 64 can cut off about a meg of filesize. The shadows won't be as crisp but the map will download a heckuva lot faster for dialupers. I published my portal maps with lightprecision 48 for that specific reason.

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#3381: ..

by enigma_0Z on 02/19/2008 05:53

Thanks guys. I've dropped the lightprecision from 64 to 32, and that really decreased my lightmap count (from 10 to 4)... and there's no really important differences between the two. perhaps I can provide the option to users to recalc if they want nice light?

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