Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846869 views, last view: 12/09/2021 03:11 |
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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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#3495: Re: On lava |
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by tentus_
on 04/24/2008 01:53, refers to #3494
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what exactly are you trying to do? If you're looking to just kill the player then use /newent jumppad -10000
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#3496: Re: On lava |
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by SheeEttin
on 04/24/2008 02:28, refers to #3494
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/materialreset is the command, I think.
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#3497: Re: On lava |
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by Oh No Ghost!
on 04/24/2008 03:03, refers to #3495
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I was trying to make an open map with turrets set up around the perimeter that "shoot" any players that go beyond the barrier. I could potentially do this with a solid wall of jumppads around the whole map, but it wouldn't be quite as efficient.
@SheeEttin: I tried entering /materialreset in the console ingame, nothing happened. When I tried adding it to the map's CFG, the game crashed when I made lava because a texture wasn't specified for it. Transparent textures don't seem to work, so it doesn't seem possible to make invisible lava at the moment.
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#3498: Re: On lava |
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by Q009
on 04/24/2008 15:01, refers to #3494
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Or:
You can create trigger with tag #
and in map cfg enter:
alias level_trigger_# [ kill ]
But it does work only in single player game modes...
# - tag of your choice (for example 4)
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#3499: Model conversion |
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by LFCTigger
on 04/24/2008 18:07
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Hi to all of you sauerbraten fans.
Sorry to bother you with something that i think, can be of easy solution (hope so).
I'm trying to convert a .3ds model into .md2 model using blender, but I'm not being able to do it.
Can anyone help me on this?
The .3ds model in question are this ones:
http://www.turbosquid.com/FullPreview/Index.cfm/ID/239056
http://www.turbosquid.com/FullPreview/Index.cfm/ID/273235
TurboSquid need login to enter and my email is sended here in the message to for any further contact (that I would gladly accept).
Thanks to you all,
Luís Coutinho
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#3500: Re: Model conversion |
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by gabnoload
on 04/25/2008 11:23, refers to #3499
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Is there a reason why not md5 instead ?
It works just as fine.
Look here for blender2md5:
http://wiki.blender.org/index.php/Scripts/Catalog
and check packages/models/rc for an example (md5.cfg) .
Then modify default-models..something in data folder, add yours to the end ..
Gab-
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#3501: Another Question |
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by Titanic12ship
on 04/25/2008 23:47
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Hello, I am making an alarm system on a level, which is coming along pretty good. When you trigger it you have ten seconds to find the override switch. If you don't find it in ten seconds, you die. The override switch works. However, when you push it, it doesn't right away stop the countdown. Instead You must wait until the countdown is over, and when it is, it will say "override activated." This is not good because it will make people think the override stinks because you have to wait until the countdown is over for the alarm to shut off. Is there a way to make the countdown stop immediately after you push the override switch? If so, please state
how to do it. Thanks.
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#3502: Re: Another Question |
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by SheeEttin
on 04/26/2008 05:20, refers to #3501
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Make it a loop that checks once per second if the override has been activated, and if not, continue counting down?
Or, you could lock the person in the room with the override and have them watch the timer count down until the last second, like they do in not-so-hot movies. ;)
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#3503: Re: On lava |
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by SheeEttin
on 04/26/2008 16:58, refers to #3498
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eihrul's just added a death material to CVS, apparently... Gonna go play around with it. :)
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#3504: Re: Another Question |
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by MeatROme
on 04/26/2008 17:16, refers to #3502
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Okay, just a few more thoughts of mine on this topic:
If you've got a countdown going I'm going to assume that this is already happening in some form of loop, probably brought on by a series of "sleep 1000"-calls - right?
Whatever function you're calling there should simply check for "override_active == 1" ... or in CubeScript:
if (= $override_active 1) [ echo "override activated" ] [ do_the_countdown ]
Where "do_the_countdown" is either a seperately defined alias (actually exactly the one you're using ATM) ... or just a 'placeholder' for it, meaning you wrap that bit of code around your existing stuff.
You should seriously share more information with us if you want any _real_ help ... not just speculations.
You can post your map-CFG on some pastebin (for example) and post the link to it here - then CubeScripters can easily see what exactly you are doing ... remember : in coding (as in mapping) there's always more than one way to skin a cat ;-)
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#3505: Particles 8 |
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by tentus_
on 04/26/2008 17:44
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So as hopefully everyone with CVS knows, particles 8 looks to be the new way of making fire (yay fire!) However, there is a distressing lack of documentation on it, and I have not managed to glean much knowledge from reading renderparticles.cpp, so I'm coming here for enlightenment.
First off, entproperty 1. 259 seems to be the magic number for making the fire effect look like fire. Why is this?
Entproperty 2 seems pretty easy, controls the spread and orientation of the effect. Higher numbers means the effect is wider in diameter, negative numbers also mean that the fire burs down. Anything hidden in this value? I'm still not sure on how I feel about the "ring of fire" effect that happens with the higher numbers.
Then we get to the third entroperty. This one obviously controls the color of the particles, but I'm a bit fuzzy on how they actually work. Low negative numbers yield a generally effective color for fire, but from my experimentation, until you get to the very high positive numbers, you're stuck with weird shades of blue, teal and purple. Any light that can be shed on this?
---
By the way, while I'm talking about the docs, at the very bottom of editref.html there's a slight flaw. The HUD stuff has ended up in the pvsstats box (used </p> rather than </pre>).
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#3506: Re: Particles 8 |
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by MeatROme
on 04/26/2008 18:03, refers to #3505
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This is a bit involved .. for sure.
Let's see:
The line you should be looking at in engine/renderparticles.cpp is 1062; the case-switch this belongs to also contains the comment "<dir> <length> <rgb>" - which is respective to the arg2, arg3 and arg4.
You might want to look at http://www.quadropolis.us/node/908 where apflstrudl and I collaborated on some early particle-menu construction ... the menu is a bit of a bummer though, since the direction can be slightly misleading - it is never relative to yourself but always absolutely defined by the world.
North (or a yaw-degree of 0 (360 respectively)) is what it's relative to - without seeing your current personal yaw somewhere this will have to be set in a trial-and-error process.
So - take a look at how that menu constructs the calls if you like - it is defined in "entbodies.cfg" ...
But what you _/really/_ need is those two little "helper"-aliases for setting the colours - because they're expected as integer values - not 3 seperate values for each channel - you will have to pre-calculate the 3 channels (R, G and B) together into a single value ... which is what those wrappers can do for you.
(see "entfogcol.cfg" for those)
Demosthenes also put in some work on those particles :
http://www.quadropolis.us/node/1005
A lot of users seem to prefer his method ... but I'm guessing both of the approaches will have become somewhat obsolete with all the work baby-rabbit has been putting into the particles ... your mileage may vary.
HTH
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#3507: Re: Particles 8 |
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by SheeEttin
on 04/26/2008 18:40, refers to #3505
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Looks to me like particles 8 is set up identically to particles 4 (the little laser-particles everyone knows). Apparently, lightning (particles 7) can do the same.
Oh, and on color, there's a nice little way to get the right color on the command line. Instead of a decimal number, use hex in the form 0xRGB, where R, G, and B are the intensities of the respective colors. For example, pure red would be 0xF00, blue 0x0F0, and a nice yellow 0xA80. (The hex number will be converted to decimal when you hit enter; you can use any dec-to-hex converter to get it back in hex.)
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#3508: Re: Particles 8 |
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by SheeEttin
on 04/26/2008 18:43, refers to #3507
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Particles 9 (smoke) also behaves the same.
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#3509: Re: Particles 8 |
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by MeatROme
on 04/26/2008 18:53, refers to #3507
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LOL
I love it when my CubeScript becomes obsolete like that (via code enhancements) ... but I hate not noticing it.
Thanks for the info SheeEttin!
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#3510: Re: Particles 8 |
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by SheeEttin
on 04/26/2008 19:49, refers to #3509
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It also applies to fog and water (and I assume waterfall) colors (though those are 0xRRGGBB). ;)
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#3511: Re: Particles 8 |
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by tentus_
on 04/26/2008 20:48, refers to #3507
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Ok, so I'm pretty clear on colour, but I'm still a little bit mystified by the shape attribute. I'm just a bit unclear about how the pattern actually works.
Also, if I'm interpreting/experimenting right, then there no way to actually scale the effect down to fit, say, a torch?
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#3512: .. |
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by apflstrudl
on 04/26/2008 21:16
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well as far as i have tested it it works like particles 4 as sheetin said and you can just scale how far the fire goes, but not how big the fireball is. It's always the same size, you can just define how long it goes in the direction you've set (hard to explain for me, hope you understood what i mean :))
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#3513: Re: .. |
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by SheeEttin
on 04/26/2008 23:22, refers to #3512
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You can't adjust the size of the fireball, no.
You can change the length, though, and that, coupled with a lighter color, will make it seem smaller.
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#3514: Re: On lava |
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by Oh No Ghost!
on 04/26/2008 23:40, refers to #3503
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Awesome! Eihrul, you rock!
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