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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846973 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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#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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#3558: Re: memory stats?

by KillHour_ on 05/20/2008 23:46, refers to #3555

It's the envmaps. Use fewer of them, and give them larger radius'.

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#3559: Re: memory stats?

by tentus_ on 05/20/2008 23:48, refers to #3555

killhour is right, envmaps are murder. Use as few as you can possibly get away with.

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#3560: ..

by ACCESS{-}DENIED on 05/21/2008 00:07

/me has as map with 50 in them :D

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#3561: Re: memory stats?

by dangerstripe_dan on 05/22/2008 01:06, refers to #3558

I can't really do that- I end up with geometry being reflected from another deck, which looks weird.

Oh, well. It runs. It even runs well enough to play in(although you would need a game mode like Halo's Juggernaut to be practical); A few frame rate hitches here or there are no big deal.

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