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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846978 views, last view: 12/09/2021 05:14

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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#3538: Re: Editing problems with the newer versions

by dangerstripe_dan on 05/09/2008 17:39, refers to #3536

That seemed to fix it.

Many thanks. Now I can try finishing this thing.

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#3539: Re: Editing problems with the newer versions

by dangerstripe_dan on 05/09/2008 17:50, refers to #3537

It's not too bad; I get 59 FPS when inside the ship. Of course, that drops to 22 FPS when you are outside the ship...

The assassin engine was able to optimize it down to right under 1.2 million cubes (the older engine couldn't get it below 2.3 million.)

As to the textures, I tried to keep the look and feel of the original TV show, which used a lot of solid, bright colors in the set decoration. Consoles in the show were very simple, etc etc. The net result is that this isn't my attempt to build my version of a cool, realistic, high tech futuristic spaceship, but my attempt to build 1965's idea of a cool, high tech, low budget, futuristic spaceship.

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#3540: Re: Editing problems with the newer versions

by dangerstripe_dan on 05/09/2008 17:59, refers to #3536

Well, it's all done but the lighting, which I will probably skimp on as much as possible (it takes the newer engine 20 minutes for a normal light calc. The old one took over half an hour).

Also, I don't have any doors in there (anyone want to create 1,500+ doors and the associated triggers for them?)

Insanity is probably a good term for it. I have put around 2000+ man hours into making this thing, and it's not even practical for a death match. Decks 6 and 7 (the big decks in the saucer) are about 12 or 13 acres EACH. The entire ship is something like 2 million square feet, maybe more, spread across 26 decks. You can have 3 or four guys wandering around the ship for half an hour an never see each other, unless you try congregating on one of the smaller decks.

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#3541: Re: Editing problems with the newer versions

by tentus_ on 05/09/2008 18:27, refers to #3540

Daaaaaaaamn. I am seriously impressed that you're still working on that map, I remember seeing a rough of it back in the day. Talk about an ambitious project. Can't wait to get lost in it.

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#3542: Re: Editing problems with the newer versions

by crich70 on 05/09/2008 23:45, refers to #3540

Always did love that ship as a kid. Good luck on finishing the last few details. Would love to be able to roam the decks when it's done.

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#3543: Is there a maximum number of lights in a map?

by dangerstripe_dan on 05/09/2008 23:51

I am busy adding lighting to The Beast, and I was wondering if anyone had any experience with lighting something this big; Namely, is there a hard limit to the number of lights I can add in a level, or a practical limit?

I estimate this will take around 1000 to 2000 lights, and if the engine won't take more than 500 it would be nice to know before I run into a problem.

Thanks.

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#3544: Re: Is there a maximum number of lights in a map?

by Hirato Kirata on 05/10/2008 00:37, refers to #3543

Mappers should try to use no more than 1000 lights, if you have to go over, you can easily use 3000, or 10000. the limit is really on your patience (which seems endless ;P ), and the maximum amount of entities that can be used in any given map.

~Hirato Kirata

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#3545: Re: Is there a maximum number of lights in a map?

by SheeEttin on 05/10/2008 01:40, refers to #3543

Hint hint: Copy-paste.
You can select multiple entities with a right-click.

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#3546: ..

by IllvilJa on 05/12/2008 11:49

Sounds like a map suitable for a Massively Multiplayer Online RPG!

Could be yet another interesting use of the Sauerbraten engine...

Oh, BTW, isn't sanity generally overrated in our society? Keep up the good work!

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#3547: Monster and Weapon config

by smyers on 05/12/2008 22:25

Where are the config files for the weapons and monsters?

I have made changes to the weapons.h and monster.h files, but they have no effect in the game. I can\'t seem to find any help on this anywhere.

Thanks!

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#3548: Re: Monster and Weapon config

by MeatROme on 05/12/2008 23:36, refers to #3547

*cough* did you recompile?
weapons & monsters have no config-files .. unless you count the md[2|3|5]-configs.

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#3549: Watercolour

by tentus_ on 05/13/2008 15:02

Is there any way to output the current watercolour values? I was extremely surprised when I did not find the watercolour command in the hog2 cfg file, I didn't realize that Sauer would save watercolour values in the ogz. But Now I'm left guessing what values Killhour used to get that orange tint. Probably something along the lines of 99 11 00?

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#3550: Re: Watercolour

by Quin on 05/14/2008 06:26, refers to #3549

void printwatercolour()
{
conoutf("watercolour = %d %d %d", hdr.watercolour[0], hdr.watercolour[1], hdr.watercolour[2]);
}
COMMAND(printwatercolour, "");

Same applies to skylight, lavacolour, and waterfallcolour. Or I guess you could just ask him :P

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#3551: Re: Watercolour

by Hirato Kirata on 05/14/2008 08:01, refers to #3550

you can type /echo (skylight) to get the values for skylight :P
unfortunately the other commands just revert to the defaults when trying that approach :)

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#3552: Re: Watercolour

by killhr on 05/14/2008 17:17, refers to #3550

Don't ask me, I forgot what I used. I usually do the "trial and error" method.

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#3553: Re: Watercolour

by SheeEttin on 05/16/2008 00:09, refers to #3550

Perhaps just /watercolour (etc.) printing the watercolor would be a better idea...?

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#3554: Re: Watercolour

by Quin on 05/16/2008 08:38, refers to #3553

Yeah, but it was just something I quickly bashed out for the purpose. In BF it's a real "world" var, so I have no use for such code :P

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#3555: memory stats?

by dangerstripe_dan on 05/20/2008 16:31

Is there a console command to get texture memory usage stats?

I have been adding lighting and environmental maps to The Beast and I am starting to see some catches in the frame rate, even when there is nothing on the screen but standard geometry (e.g., no water, glass, etc) in spaces that used to run fine.

I am wondering if I am eating up too much texture memory with light maps (I've got 14 textures right now, although I am about to adjust the lightprecision to see if that helps) or with environmental maps (there are a LOT of those... Unless someone knows a way to simply turn them off and go back to the old glass effects? The env maps look great, but I've got a LOT of windows and interior glass that were set up before I upgraded to the newer engine)

Any help is appreciated.

Thanks.

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#3556: engine load statistics (mem/tris/..)

by MeatROme on 05/20/2008 17:51

hidestats 0

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#3557: Re: memory stats?

by SheeEttin on 05/20/2008 21:17, refers to #3555

Try placing a few large envmaps (e.g. one for one open area) rather than a bunch of small ones.

As for lightmaps, Sauer shows them to you as it generates them. Watch the image and the stats (both in the progress bar and afterwards). You can also use /dumplms to dump the current lightmaps to your Sauer dir.

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