Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846970 views, last view: 12/09/2021 05:14 |
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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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#3598: Re: Texture rotation |
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by marcpullen2
on 06/15/2008 16:20, refers to #3597
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I think you have to do it via the config to create a rotated version of a texture. I could really use an in-map editor command to rotate textures on the fly though.
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#3599: Re: Texture rotation |
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by tentus_
on 06/15/2008 18:45, refers to #3598
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There is the in-game cfg editor now, so it's much easier to add the needed adjustments, without even leaving the engine.
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#3600: Re: Texture Rotation |
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by Dracion
on 06/15/2008 18:51
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Guess I'll be making a modified, rotated version of that texture then.
@tentus_: I prefer to edit the cfg outside the game, and this isn't too hard since I usually play the game windowed.
Thanks anyway.
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#3601: Re: Texture rotation |
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by MovingTarget
on 06/15/2008 19:51, refers to #3599
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There is an in-game cfg editor??? Never knew that before... is it in CVS or was it implemented in Assassin?
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#3602: Re: Texture rotation |
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by tentus_
on 06/15/2008 19:52, refers to #3601
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CVS.
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#3603: Re: Texture rotation |
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by mitaman1
on 06/16/2008 01:18, refers to #3597
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You can rotate, offset vertical, horizontal, and scale the size of textures. This is done in the map config file where you list the textures used in your map. below is a example of how I do it for my maps.
See the four numbers after the texture name? the 1st number = rotation, 2nd number = vertical offset, 3rd number = horizontal offset, and the 4th number = texture scale.
the example below:
no rotation or offsets, but the texture is scaled to have it's size.
texture 0 "mpsp5/mitaman/mm-worntrim01.jpg" 0 0 0 .5
texture n "mpsp5/mitaman/mm-worntrim01_normal.jpg" 0 0 0 .5
texture s "mpsp5/mitaman/mm-worntrim01_spec.jpg" 0 0 0 .5
this example has texture rotated 90 degrees, no offsets, and is scaled to half size.
texture 0 "mpsp5/mitaman/mm-worntrim01.jpg" 1 0 0 .5
texture n "mpsp5/mitaman/mm-worntrim01_normal.jpg" 1 0 0 .5
texture s "mpsp5/mitaman/mm-worntrim01_spec.jpg" 1 0 0 .5
it all can seem confusing, but it's all in the sauer documentation. also check out the config files of maps in the base folder for many examples.
when the new release comes out check out any of the configs for any mpsp** maps (mine). I use rotation, offset, and scaling for many of my textures.
BTW, happy dads day to all.
MitaMAN
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#3604: .. |
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by Mr.Piddly 00000001
on 06/16/2008 05:41
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When a texture is scaled down, does it maintain the same resolution as it had a full size, or is the resolution also "increased" by scaling down the image?
And doesn't CVS have a command to independently set each texture's resolution. I deleted my copy of CVS since the next release should be soon.
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#3605: Re: .. |
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by mitaman1
on 06/16/2008 12:52, refers to #3604
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When I look at textures scaled down they seem to have better detail, at least that's what I notice for my own textures with normal/spec maps.
A texture that is 512x512 without scaling covers a 16x16 cube area in-map. That same texture scaled down to .5 (1/2 size) covers a 8x8 cube area, and the details appear much sharper.
When making my own textures, in general I make the texture resolution twice the size I need and scale down in the config file.
So, if I need to cover a 16x16 cube area I make the texture 1024x1024 and scale by .5 so that it acts like a 512x512 texture in-game.
MitaMAN
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#3606: .. |
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by SheeEttin
on 06/16/2008 21:33
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http://sauerbraten.cvs.sourceforge.net/*checkout*/sauerbraten/sauerbraten/docs/editref.html#texscroll
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#3607: .. |
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by Mr.Piddly 00000001
on 06/21/2008 05:13
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Can someone provide me with an example of a map that uses midi sound.
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#3608: Re: .. |
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by Hirato Kirata
on 06/21/2008 11:19, refers to #3607
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I think the eisenstern maps use midi music files :D
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#3609: .. |
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by phillis
on 06/22/2008 20:50
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hey everyone,
i know i sound like a noob, but why do elevators never stay in the same place when you enter then exit edit mode? i typed in "newent elevator 0 115 0 10"
-please help, thanks
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#3610: Brush size and optimization QUESTION |
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by toughmccuddllo
on 06/22/2008 21:48
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Hi guys.
Soon I will be creating new content for a mod that I am going to make.
and I would like to know about how the editing with brush sizes works.
If were to create my map with the smallest possible brush does this affect performance?
Does the BSP get cut more often or is there no difference when using larger or smaller brushes?
Meaning does everything just get optimized when the light is calculated?
Thanks
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#3611: Re: .. |
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by tman_elite
on 06/22/2008 22:51, refers to #3609
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@phillis:
When you enter edit mode during sp, all entities on the map revert. This includes ammo, barrels, monsters, etc. Platforms and elevators will return to their original spots.
@toughmccuddllo:
From what I understand, editing with a small gridsize will create a whole bunch of unnecessary faces that may slow down performance. However, typing "/remip" will optimize geometry by combining small faces into larger ones. So, just do a remip once you're done with your map.
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#3612: Re: Brush size and optimization QUESTION |
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by tentus_
on 06/22/2008 23:31, refers to #3610
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If you start with the smallest brush, even optimized your geometry will be full of the smallest possible gridsize. It's strongly recommended that you start with the largest you can use and start working your way down, so that you don't accidentally introduce unneeded (and often invisible or negligible) detail.
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#3613: Re: Brush size and optimization QUESTION |
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by toughmccuddllo
on 06/23/2008 04:35, refers to #3612
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ok. I should be able to achieve the detail I want working from top to bottom.
/remip has been written down in my journal. I won't forget it.
Thanks
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#3614: .. |
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by phillis
on 06/24/2008 23:12
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how do i change the mode so that entities will spawn when i place them?
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#3615: Re: .. |
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by tman_elite
on 06/24/2008 23:23, refers to #3614
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Many entities will only spawn in SP mode. Save your map, then type "/sp yourmapname". This should make the single player entities such as monsters, barrels, etc. spawn.
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#3616: .. |
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by phillis
on 06/24/2008 23:26
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sweet thanks, and how do i get ctf mode? and how to save as a ctf map?
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#3617: Re: .. |
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by tman_elite
on 06/24/2008 23:30, refers to #3616
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I'm not sure what number mode ctf is, but if you go in the menu to multiplayer, then vote map/mode, then select ctf mode on any map, this will put you in ctf mode. Then you can change maps to any map and still be in ctf mode (I think). As far as I know, you can't save a map as a ctf map, but you can play ctf on it by going through the process I described.
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