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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846927 views, last view: 12/09/2021 04:20

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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#3783: Re: Crash problem doing a light calc on a large map

by eihrul on 09/23/2008 03:11, refers to #3782

"is just good" -> "is just not good" I meant.

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#3784: Re: Crash problem doing a light calc on a large map

by dangerstripe_dan on 09/23/2008 17:35, refers to #3782

I already have a scaled down ship that is small enough to be playable on reasonable hardware.

I\'ve got some spare hardware to build up a linux machine with a couple of gig of RAM; I will let you know in a couple of hours if that worked or not.

I appreciate your help on this.

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#3785: Re: Crash problem doing a light calc on a large map

by dangerstripe_dan on 09/23/2008 20:41, refers to #3784

Well, it worked on linux.

That's the good news.

The bad news is that now that I have done a light calc, I can tell that I am missing a bunch of lights. When I try to add one of them back in, it tells me that I have too many entities.

Argh. For what was supposed to be a quick, 2-3 day break from doing the Ktinga, this is turning into a real pain in the rear.

So let me ask the users out here- should I go ahead and release the map, even with missing lights, or try and get rid of a bunch of entities to make room for the missing ones and fix the problem?

Thanks.

FYI- with lighting, the ogz file is 22 meg and runs pretty slow unless you've got a beefy computer to run it on.

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#3786: Re: Crash problem doing a light calc on a large map

by Hirato Kirata on 09/24/2008 00:05, refers to #3785

why do you have over 10000 entities on your map?

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#3787: Re: Crash problem doing a light calc on a large map

by eihrul on 09/24/2008 04:01, refers to #3785

You could go into shared/ents.h and change the value of MAXENTS to something higher (you would need 30000 for your case). This would let you calclight temporarily with all lights in place, though I put the limit there so people couldn't go insane with the number of entities.

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#3788: Re: Crash problem doing a light calc on a large map

by SheeEttin on 09/24/2008 04:42, refers to #3785

I'd suggest doing a /genpvs, but that'd probably take several days... :P

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#3789: How to add functioning doors?

by Rixxz on 09/24/2008 10:50

Ok, so I just got this yesterday, and I know how to add models, etc. etc.
But I have no idea how to make functioning doors, that opens when you walk to them.

Can anyone tell me this? Thanks.

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#3790: Re: How to add functioning doors?

by tentus_ on 09/24/2008 15:49, refers to #3789

Doors are singleplayer-specific mapmodels that can be one of three types (numbered 9, 10, and 11). You can also get creative with other types of mapmodels, but those three are generally the best solutions. Check out http://sauerbraten.org/docs/editref.html#_mapmodel_ for documentation, and nothing can beat looking at existing sp maps for how-tos.

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#3791: Re: How to add functioning doors?

by jbuk2k7s cookie has gone on 09/24/2008 22:19, refers to #3790

Such as 'doordemo', which does what it says on the tin.

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#3792: Suggestion about a new command for edit:

by Kaomè on 09/28/2008 19:53

I would apreciate if the engine could transform the selected octrees in their complementary. By complementary I mean switch the solid to air, air to solid. I don't think there is any engine limitation (I mean, geometrically speaking) because I can handmade this, but it is slow.

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#3793: Re: Suggestion about a new command for edit:

by demosthenes_ on 09/30/2008 20:28, refers to #3792

You mean take a set of verts that create a convex polyhedron and use them to create a concave polyhedron?

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#3794: Re: Suggestion about a new command for edit:

by jbuk2k7s cookie has gone on 09/30/2008 22:17, refers to #3793

I belive he means to change:

#######
##~##~#
#~~#~~#
#######

into

~~~~~~~
~~#~~#~
~##~##~
~~~~~~~

(apologies for appalling ASCII art)

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#3795: vista map problem

by PLZ_help on 10/01/2008 18:50

well as someone else here posted, i also have a problem with finding the map i made in my base folder. they are invisible and i cant find them, and i also cant find them by searching hidden files on my whole pc.
well, the guy who had this problem said that he had solved the problem but i couldnt find what he did to find the maps so i posted this threat cause i hope someone can tell me what to do

PS:i tried nearly everything to solve the problem, also the suggestions some user made in this forum but nothing helped

if you know what to do, plz tell me i dont know what to do anymore :(

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#3796: Re: vista map problem

by scanf on 10/02/2008 07:30, refers to #3795

I don't think your map is invisible. Due to Vista's retarded security the map probably was not written. You can turn on the show hidden files to verify this. I'm on XP right now so the steps maybe different - In explorer select tools - folder options - view tab (then uncheck the do not show hidden files .... option).

If you did loose your map make sure that the user you're logged in as has full rights to the base folder.

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#3797: Re: vista map problem

by PLZ_help on 10/02/2008 13:35, refers to #3796

WOOHOO it worked!!!!! i already searched a function like this which shows hidden files but i didnt know were to search.

big, BIG THX TO YOU :DDDDDDD

PS: to the guys who also have this problem, do what scanf said, open sauerbraten and save your map again. then you will find it in your base folder.

oh and maybe someone can put this solution on the sauerbraten main page because i think a lot of people have the same problem and dont know an answer because its really difficult to find posts in this forum with google (i tried it myself)

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#3798: Re: vista map problem

by Hirato Kirata on 10/04/2008 09:26, refers to #3797

you know there's a button named 'search' at the top of the main forum page, correct?

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#3799: Re: Suggestion about a new command for edit:

by Kaomè on 10/05/2008 11:02, refers to #3794

Yes, that is what I mean.

In fact, it won't work for every octree, but it could be very usefull. Here, a screenshot with a shape and its complementary (from a work in progress). I built the lava shape from the white one. A new command would have save my time...

http://img183.imageshack.us/my.php?image=screenshot269758fl5.jpg

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#3800: Re: Suggestion about a new command for edit:

by Kaomè on 10/05/2008 11:15, refers to #3799

In fact, it won't work when an octree is convex because the complementary would be concave, but that could be fix by using a smaller gridsize.

This command need to push each corner of the octre 8-n times, where n is the number of times the opposite corner was pushed.

As I'm not enouh skilled in C/C++, I can't make it myself...

Sorry for double post.

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#3801: obj.cfg automate python script

by gabdab1 on 10/06/2008 19:06

Hello,
I managed to set up a python script to automate the creation of obj.cfg file needed in obj files directories .

http://pastebin.com/f51380346





P.S:gabdab for bugs in chat

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#3802: Re: obj.cfg automate python script

by Quin on 10/06/2008 20:58, refers to #3801

Might be better to post it to Quadropolis - pastebin will expire unless you set it to keep forever. Even then, its not guaranteed to stick.

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