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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846867 views, last view: 12/09/2021 03:11

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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#3622: Re: head shotd, throat sliting, and antomy oh my

by killhour__ on 06/26/2008 21:30, refers to #3619

No, no it shouldn't. Are you sure you're playing the right game?

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#3623: Blender and Models

by tman_elite on 06/27/2008 00:53

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

by demosthenes on 06/27/2008 09:17, refers to #3623

UV mapping is probably part of the answer.

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#3625: OMG im a noob

by nijbu on 06/27/2008 10:22

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

by noerrorsfound(deletescookies) on 06/27/2008 12:39, refers to #3625

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

by nijbu on 06/29/2008 04:07, refers to #3626

ok,ok,ok umm how do u import it then?

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#3628: Re: OMG im a noob

by SheeEttin on 06/29/2008 05:13, refers to #3627

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

by LFCTigger on 07/01/2008 18:00

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

by LFCTigger on 07/02/2008 11:34

;)

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#3631: Re: Changing MrFixit model

by toughmccuddllo on 07/03/2008 03:54, refers to #3630

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

by aftasardem on 07/03/2008 07:48, refers to #3603

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

by mitaman1 on 07/03/2008 12:36, refers to #3632

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

by SheeEttin on 07/03/2008 16:26, refers to #3632

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

by MovingTarget on 07/03/2008 17:39, refers to #3634

I think there's a proof of concept map utilizing a prototype animated texture shader floating somewhere on Quadropolis...

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#3636: ..

by aftasardem on 07/04/2008 02:01

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: ..

by SheeEttin on 07/04/2008 06:47, refers to #3637

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: ..

by SheeEttin on 07/04/2008 07:20, refers to #3638

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: ..

by SheeEttin on 07/04/2008 07:40, refers to #3639

That's it exactly. Thanks.
Now if it only showed the diff as well. :P

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#3640: Re: ..

by SephoD on 07/04/2008 11:34, refers to #3637

Ok... now I'm a bit confused.

Are you telling me that if I put in my config doc

texture 0 /images/image1.jpg

texture 0 /images/image1.jpg
texrotate 1

texture 0 /images/image1.jpg
texrotate 2
texscale 0.5

Then all this would actually only fill one slot in memory?

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#3641: Re: ..

by SephoD on 07/04/2008 12:38, refers to #3641

Ok, now I get it, thanks mate :)

This will save a lot of resources :)

B.t.w since I got you here, have you had a chance to look at the heightmap editing feature?

#159 under bug reports :)

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