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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545363 views, last view: 05/18/2024 12:31

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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#3402: Re: Question

by SheeEttin on 03/03/2008 21:09, refers to #3400

No, I didn't... I just threw that together for a really quick demo.
I've been thinking of updating it with more of the things you can do (e.g. the triggers).

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#3403: i need help making water

by Uzumakisan on 03/06/2008 06:49

how do you make things turn into water can't seem to find out how

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#3404: Re: i need help making water

by tentus_ on 03/06/2008 07:36, refers to #3403

Select the area you want, hit the tilde button (underneath the ESC button), and type:
/editmat water

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#3405: Re: i need help making water

by MovingTarget on 03/06/2008 14:22, refers to #3404

Instead of /editmat water, just /water is easier.

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#3406: platforms

by Oh No Ghost! on 03/06/2008 14:56

Sorry if this has already been answered, but how do you make trigger-activated platforms/elevators? I've tried giving the trigger and the elevator the same tag, but it doesn't work- do I need to write something in the CFG?

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#3407: Re: i need help making water

by tentus_ on 03/06/2008 16:27, refers to #3405

Huh, good to know. Does that work for AIclip and the others as well?

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#3408: Re: i need help making water

by MovingTarget on 03/06/2008 17:37, refers to #3407

Yup.

1*1=11?

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#3409: Re: platforms

by demosthenes on 03/06/2008 21:28, refers to #3406

You need to make a trigger alias:

level_trigger_x = []

It has to contain the command "platform y m" (without quotes), where x is the trigger ID, y is the platform tag, and m is the direction of movement (1 for up/facing, -1 for down/anti-facing).

Or, for a simple elevator:

platform1up = -1

alias level_trigger_1 [if (= $platform1up 1) [sleep 1500 [platform 1 -1]; platform1up = -1] [sleep 1500 [platform 1 1]; platform1up = 1] ]

That would use trigger 1 and platform 1 to make an elevator that delays a second and a half at the push of the button, then moves the opposite of the direction it moved last.

Of course, platform y 0 will stop platform y.

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#3410: Re: platforms

by Oh No Ghost! on 03/07/2008 02:20, refers to #3409

Works perfectly, thanks!

In addition to the obvious use as platforms/elevators, you can also use platforms to trigger explosions! you place a platform somewhere off-sight on the map with a barrel on top of it over a 4x4 lava block. When the trigger is activated, have the platform move under something that blocks the barrel, pushing it off into the lava. From there, you just set up a domino chain of barrels to whatever you want to explode, and voila!

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#3411: Custom md3 monster is leaning back when it shoots me.

by screenracer on 03/10/2008 01:43

If I am on ledge above a monster object, it can shoot me, but the entire model (lower, torso & head) is leaning back to shoot me. Not just the torso? Can I set a limit to this lean per md3 model?

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#3412: Re: Custom md3 monster is leaning back when it shoots me.

by MeatROme on 03/10/2008 03:23, refers to #3411

md2pitch, md3pitch
heh - and I'm not even a modeler :)

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#3413: Re: Custom md3 monster is leaning back when it shoots me.

by screenracer on 03/10/2008 06:38

Thanks MeatROme, I found it that about half an hour after I asked the question. The documentation on cube is good. But it took me all weekend to get a md3 model working as a monster. Polycount articals section is down. I was finally able to open the sample max files of the ID guys. I didn't know the proper way to setup the tag points and naming. I am new to the md3/md2 format.

I think the best link that I found was to a spanish tutorial that also covered the correct way to use and export using the "pop n fresh" exporter.

tutorial how to export from max into md3:
http://translate.google.com/translate?u=http%3A%2F%2Fw3studi.informatik.uni-stuttgart.de%2F%7Ebischowg%2FCreateMD3Tut%2FCreateMD3Tut.html%23bipedphys&langpair=es%7Cen&hl=en&ie=UTF-8

Sample max files: (I had to merge only the models, the bib crashed max.)
http://planetquake.gamespy.com/View.php?view=Quake3.Detail&id=276

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#3414: how do i play downloaded maps?

by doughboy5 on 03/12/2008 23:32

help me

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#3415: Re: how do i play downloaded maps?

by Oh No Ghost! on 03/13/2008 00:37, refers to #3414

Place the map and it's CFG in packages/base. Then, while playing the game, press T and type "/map *mapname*." Type "/sp *mapname*" if it's an SP map.

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#3416: ..

by ?P()ÒÅ on 03/14/2008 05:44

Can a map .cfg override the default 3d models ( the ammo boxes, health boost, teleport, and quad) to use different 3d models? Like replacing the teleport model with some other model only when that map is being played.

I do not believe this is possible since it probably would require a progressive compiler, but its worth a shot.


If not, is there a way so that these models just do not render and are instead just invisible ents? This way, I could just create the invisible ent and place a separate 3d model near to it.

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#3417: Background

by Dracion on 03/23/2008 11:40

Got a couple of questions:

How do you change the background image? I've had a look through the editing reference but I'm still lost how to change it.

Also, I've got a section of my map which is an underground tunnel, yet when I put glass in it I can a reflection of the sky! Is there anyway to change this?

Many thanks

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#3418: Re: Background

by tentus_ on 03/23/2008 14:39, refers to #3417

The background image, or skybox, can be changed by putting "skybox foldername/skyboxname" in the cfg file. To make the glass reflect it's surroundings, put a "envmap" entity right in front of the entity. Be sure to read up on the docs about the usage of envmaps.

Question for Aard/Eihrul: I went looking in the docs for a link to give him about the skybox command, and found none. Where is it hidden?

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#3419: Where do i find my maps

by Daxx on 03/23/2008 19:55

ok i need to find my custom maps in the folders so i can get the newest eddition but i cant find my maps

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#3420: ..

by Daxx on 03/23/2008 21:47

i still cant find it i saved my map but cant find it in any of the folders. what folder are edited temp map in?

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#3421: Re: ..

by tentus_ on 03/23/2008 22:04, refers to #3420

packages/base/ holds most of the maps in cube and sauerbraten.

Eihrul:
I'm surprised that that particular command wasn't around, seeing as the command is as old as the hills. I did a cursory look for other commands that weren't documented, but didn't find anything... if I get time later I'll do a more in-depth search.

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