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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545383 views, last view: 05/18/2024 13:05

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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#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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#3382: Re: ..

by enigma_0Z on 02/19/2008 05:54, refers to #3381

*ahem.


Reverse that. I changed it from 32 to 64.

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#3383: Materials list

by Dracion on 02/19/2008 12:42

Hi,

I recently tried to do some editing in the the latest edition of sauerbraten, but when I pressed tab for the materials list like in the previous version, all I got was the scores. Is there anyway I can change this or has the key moved?

Thanks, Dracion

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#3384: Re: Materials list

by Hirato Kirata on 02/19/2008 14:48, refers to #3383

The bind has moved to F3...

you can always type /editbind TAB [showentgui] to ge tit back to the old setting

note that in the next release the command is called showcontextgui, not showentgui, mostly as gilt decides to add a heightfield brush menu in

~Hirato Kirata

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#3385: ..

by jacko on 02/19/2008 19:28

i am making a map right now ( actualy have a team of guys helping on and off ) at school. My problem is i can not work on all the machines because many do not have scroll wheels. please reply if there is a work around

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#3386: scroll wheels

by Osbios on 02/19/2008 20:24

Of course you can change the setting to other buttons. Have a look at "config.cfg":

editbind "MOUSE3" [ selcorners ]
bind "MOUSE4" [ universaldelta 1 ]
bind "MOUSE5" [ universaldelta -1 ]

So you can bind other keys to universaldelta 1 and -1. Like the "Page Up" and "Page Down" button. But it would be far more easy to buy some cheap mouses with a wheel!!

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#3387: Re: ..

by tentus_ on 02/19/2008 22:20, refers to #3385

Run down to a Staples or Walmart, or if you're really wanting to buy cheaply, Big Lots, and grab a little portable USB mouse. Just keep a sharp eye out for quarters for a few days and you'll have enough.

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#3388: Rotating sky on nevil_c w/ assassian editition--how?

by enigma_0Z on 02/24/2008 05:43

How can you make the sky rotate like in nevil_c? I have heard of a command called "spinsky" but AFAIK it's only CVS... am I wrong?

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#3389: Re: Rotating sky on nevil_c w/ assassian editition--how?

by tentus_ on 02/24/2008 06:13, refers to #3388

If you look at the first line of nevil_c's cfg file, it reads something like this:
loadsky "skyboxes/evilsky" 1.5

This command does two things. One, it loads the skybox in quotations. Two, it rotates it according to the numerical value (in this case, 1.5). The numerical value can be quite high all the way to quite negative, depending on your needs, and everything in between. For example, I am using a value of 0.5 in a floating map to enhance the feeling of suspension in the air.

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#3390: Re: new morsel in the wiki

by Passa on 02/24/2008 12:28, refers to #3372

Man, her Australian accent is so thick! We definitely don't all speak like that :P

Anyway, great videos, hadn't seen those before.

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#3391: Two-switch victory in SP?

by yetanotherdemosthenescomputer on 02/27/2008 02:19

I've got a map I'm working on that requires the player to push a button (ostensibly to release a magnetic docking system) in order to then be able to push another button to win.

But I can't think of a way to make the second buttons only work after the first is pushed.

So far:

freetogo = 0

alias level_trigger_6 [if (= $freetogo 1) [echo "Magnetic Docking System Engaged"; freetogo = 0] [echo "Magnetic Docking System Released"; freetogo = 1] ]

alias level_trigger_24 [if (= $freetogo 1) [win] [echo "Warning: Release Magnetic Docking System!"] ]

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#3392: Re: Two-switch victory in SP?

by Hirato Kirata on 02/27/2008 04:36, refers to #3391

let me see...

trigger 6 checks if freetogo is 1, if yes, it'll turn it off and say the system is engaged, otherwise it'll turn it on and say it was released.

trigger 24 checks it freetogo is 1, if yes it'll execute an alias named win.

what you may wish to do is let there be a third trigger that's the winning trigger (type 29? ), while trigger 24 releases the door concealing it

~Hirato Kirata

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