Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846975 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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#3620: graphics |
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by nijbu
on 06/26/2008 13:13
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Well is there set graphics or can u make ur own=)
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#3621: Re: graphics |
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by tman_elite
on 06/26/2008 18:25, refers to #3620
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Not sure exactly what you mean by "graphics," but you can add your own textures to the game for walls and stuff, and you can add 3d models as well.
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#3622: Re: head shotd, throat sliting, and antomy oh my |
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by killhour__
on 06/26/2008 21:30, refers to #3619
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No, no it shouldn't. Are you sure you're playing the right game?
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#3623: Blender and Models |
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by tman_elite
on 06/27/2008 00:53
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When I use blender to create models, it won't let me texture the model correctly. When I try to texture the model, it applies the entire texture to every face on the model. I realize I'm probably doing something wrong. Anyone have any ideas?
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#3624: Re: Blender and Models |
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by demosthenes
on 06/27/2008 09:17, refers to #3623
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UV mapping is probably part of the answer.
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#3625: OMG im a noob |
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by nijbu
on 06/27/2008 10:22
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OMG im a noob i dnt know anything plz help with the folloin Qs
-What do u make the anims/models in
is it a seprate prog?
-how do u appie textures/how to make them?
-what is the model prog?
-can i make new enimies/allies?
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#3626: Re: OMG im a noob |
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by noerrorsfound(deletescookies)
on 06/27/2008 12:39, refers to #3625
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You can make new models with Blender (blender.org) but we won't walk you through anything step by step since this isn't a Blender forum. Search Google for some Blender tutorials and think about buying a book if you're serious about learning to model. We will, of course, help you with any modeling question that is specific to Sauerbraten.
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#3627: Re: OMG im a noob |
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by nijbu
on 06/29/2008 04:07, refers to #3626
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ok,ok,ok umm how do u import it then?
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#3628: Re: OMG im a noob |
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by SheeEttin
on 06/29/2008 05:13, refers to #3627
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Export it as MD2/MD3/MD5/OBJ and refer to the docs to get it into Sauer.
See http://sauerbraten.org/docs/editref.html#mmodel and existing model installations.
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#3629: Changing MrFixit model |
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by LFCTigger
on 07/01/2008 18:00
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Hi there guys! How are you doing?
Well, I'm posting this because I'm having a little problem in my game.
I'm trying to change MrFixit model, bur when I do so, well...let's see how can I explain this the right way...
MrFixit has the weapon on the hands. When I change the mapmodel of Mr. Fixit, the weapon choosen appear not in the hand but in the feet. :S
Can anyone help me with this please?
I'ld be mostly appreciated.
Thanks once again and sorry to bother. Good gaming to everyone ;)
"Cube...wished by god, maded by man..."
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#3630: Thanks |
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by LFCTigger
on 07/02/2008 11:34
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;)
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#3631: Re: Changing MrFixit model |
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by toughmccuddllo
on 07/03/2008 03:54, refers to #3630
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Are you making a completely new model?
If so then I am assuming it stems from the fact that the pivot point on your new model is in a different place than the old model.
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#3632: Re: Texture rotation |
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by aftasardem
on 07/03/2008 07:48, refers to #3603
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sweet lord..i was going to ask about it!!
well...i'll still do that!!:)
ok, so i can assign N texture slots with variations of the same phisical texture file, say rotations, scaling, offsets, etc etc...and thats ok? i'll not be overloading the game or something doing this, ok?
cause this is just perfect to bypass the limitation for no realtime texture alterations ingame. its amazing!
anyway, could you explain how these options work? its kinda dark to me...
# "u" or 1 for generic secondary texture ??
# "d" for decals (RGBA), blended into the diffuse texture if running in fixed-function mode. To disable this combining, specify secondary textures as generic with 1 or "u" ??
so i can't have in the same face, blend + normal + spec?
2 things i gotta say:
1 sauer is amazing to map right now... thanks guys!
2 MITAMAN, i was blown away by the quality of your last maps...simply made go retexture everything in my map! i couldn't stand my ugly textures once i saw the level of what you acomplished. congratulations!
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#3633: Re: Texture rotation |
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by mitaman1
on 07/03/2008 12:36, refers to #3632
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Glad you liked my maps and textures! Check the configs for my maps, you'll see how I did rotation, scale, etc...
I'm working on a new map pack now with all new textures. I'm looking to make something that has a similar look to FEAR and HL2, a bit more real world looking.
If you need any "hints" on how I made my textures let me know.
MitaMAN
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#3634: Re: Texture rotation |
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by SheeEttin
on 07/03/2008 16:26, refers to #3632
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Well, each time you load (and use) a texture, you load it into memory, evenjust a rotated version of the same texture.
You CAN do texture alterations (not to the image, if that's what you mean), but with texrotate, texscale, texscroll, and texoffset (did I miss any?) you can change those attributes for the most recently-loaded texture (the last in the texture browser).
You might be able to execute those from a CFG (e.g. rotate the texture every five seconds or something), but I don't know if it'll work (and I'm too lazy to test right now). (This, of course, can only affect the most recent texture, so you'll only be able to do it to one texture, and it has to be the last.)
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#3635: Re: Texture rotation |
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by MovingTarget
on 07/03/2008 17:39, refers to #3634
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I think there's a proof of concept map utilizing a prototype animated texture shader floating somewhere on Quadropolis...
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#3636: .. |
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by aftasardem
on 07/04/2008 02:01
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mitaman, fear could be tricky, i think...it relies heavily on shadows. hl2-like visuals seems easier and won't hurt to have the option to make more real world visuals in sauer. i'm going in that direction too, i moved the theme of my map to something hl2 looking
[url=http://www.uploadhouse.com/viewfile.php?id=2136772&showlnk=0][img]http://img2.uploadhouse.com/fileuploads/2136/2136772-holder-ee760aa9722f9b00a2b430278ee7ed75.jpg[/img][/url]
..anyway, best of luck!
SheeEttin, i was looking for just simple ajustments to better fit the texture to the geometry, something like its possible to do in hl editor for example. not really creating texture animation/moviment, etc...but if every texture slot is loaded into memory, even altered ones, i think i'll do better keeping their number quite low...most of them are 512x512 half sized via cfg...
oh, well i was hoping it wouldn't add to the memory load...
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#3637: Re: .. |
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by SheeEttin
on 07/04/2008 06:47, refers to #3637
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I stand corrected.
eihrul, have you ever considered making some kind of changelog or just scraping your CVS commit log messages to make one? If you did, I wouldn't have to say things that are wrong any more. :P
aftasardem, I'm not sure what you mean by making "adjustments to better fit the texture to the geometry"... If you mean what I think you mean, then I'm pretty sure you could accomplish that with one "main" texture and one "trim" texture.
Oh, and that little shot of the map looks REAL good... You'd better allow reuse of those resources. :) (Lighting is kinda ugly, though.)
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#3638: Re: .. |
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by SheeEttin
on 07/04/2008 07:20, refers to #3638
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I'm aware of the history; I mean like changes on a commit-by-commit basis.
Something more like this: http://source.winehq.org/git/wine.git?a=shortlog;h=refs/tags/wine-1.1.0
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#3639: Re: .. |
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by SheeEttin
on 07/04/2008 07:40, refers to #3639
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That's it exactly. Thanks.
Now if it only showed the diff as well. :P
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