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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846842 views, last view: 12/09/2021 02:39

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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#3803: Re: obj.cfg automate python script

by gabdab1 on 10/07/2008 11:22, refers to #3802

..I have no access to quadropolis accounts, maybe someone that has one can do it ?

P.S: I didn't add bumpmaps and such but it would be easy to add it

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#3804: Re: obj.cfg automate python script

by gabdab1 on 10/07/2008 11:46, refers to #3803

the script is preatty much alpha ..solving some bugs.
:)

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#3805: Re: obj.cfg automate python script

by gabdab1 on 10/07/2008 13:21, refers to #3804

new corrected file:
http://pastebin.com/f71cdbb2d

Hope this works .

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#3806: Re: obj.cfg automate python script

by Quin on 10/07/2008 14:08, refers to #3803

Make one? If you don't put it somewhere safe it'll just get lost in the ether, I think we can all see by now that most users don't even bother searching the forum.

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#3807: Re: obj.cfg automate python script

by gabdab1 on 10/07/2008 14:33, refers to #3805

latest, sorry there was a bug with mesh/no texture:
http://pastebin.com/fd035494

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#3808: Re: obj.cfg automate python script

by gabdab1 on 10/08/2008 00:41, refers to #3806

..finally , I've uploaded the script to quadropolis:
http://www.quadropolis.us/node/1613

Thx for support Quin.

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#3809: Re: obj.cfg automate python script

by Quin on 10/08/2008 07:51, refers to #3808

Good boy :oP

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#3810: re:

by gabdab1 on 10/09/2008 19:58

..yup!
so now please release my wife and kids :)

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#3811: Shader help for a map newbie?

by useoftoaster on 10/11/2008 20:43

I'm currently in the process of making my first map in Sauerbraten. The textures included with the game are excellent, but I've been working with ones I made, partially to fit with the map theme and partially so that I can get the hang of things for more complicated texture creation.

I have what is intended to be a vinyl tile floor, and want just a slight, dull reflection off of it, just enough to see the light "dance" across it as one walks forward.
[url=http://www.majhost.com/cgi-bin/gallery.cgi?f=187639]Here are examples of the tile I want to change as seen in my map[/url]
Reading through the wiki, I think that what I need is a bumpspecmapparallaxworld shader. For this, I understand that I need my basic texture as 0, then grayscale shaders for n, s, and z. My problem is, that after trying various different ideas for n, s, and z, it seems that the reflective area is always extremely bright with areas around it quite dark. If I turn down the brightness on any of the shaders it doesn't change at all up to a certain point, then it just goes completely dark with no reflection.

Should I just be using bumpspecworld? If I am using the right type of shader, how in general should n, s, and z look?

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#3812: Re: Shader help for a map newbie?

by eihrul on 10/11/2008 21:24, refers to #3811

Take a look at the nmp8 map. It uses a texture sorta like what you're trying to do.

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#3813: Re: Shader help for a map newbie?

by useoftoaster on 10/11/2008 21:42, refers to #3812

Thanks! That definitely helps a ton; the numerical values in the nmp8.cfg provide a base to start from and adjust, and Tile28b_normal.png shows me the kind of thing I should be making.

Out of curiousity, why is Tile28b_normal.png light blue? Does it have to be?

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#3814: Re: Shader help for a map newbie?

by eihrul on 10/11/2008 23:05, refers to #3813

http://www.bencloward.com/tutorials_normal_maps1.shtml

http://wiki.polycount.net/Normal_Map

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#3815: Re: Shader help for a map newbie?

by useoftoaster on 10/12/2008 05:40, refers to #3814

That is <i>very</i> helpful. My map is looking much better now, thanks to both of you!

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#3817: Creating A rounded castle out of cubes?

by Blueshift on 10/18/2008 13:44

hi i am a newbie and i cant find in the directions anywhere on how to make rounded edges for architecture like arches... cylinders etc.... any help would be appreciated...

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#3818: Re: Creating A rounded castle out of cubes?

by tentus_ on 10/18/2008 15:52, refers to #3817

For a new person, I would recommend first taking a piece of graph paper, drawing a curve in a red pen, and then redrawing the curve in a black pen using only straight lines going from gridpoint to gridpoint. This will help should you how a curve actually breaks down.

Once you've tried that, go into the engine create a cube. Drop down a gridsize and distort an edge of that cube. Drop down again and distort the resulting two edges. Repeat until you've got a curve you're happy with.

There's not an "easy" way per say, but it's not hard. Take a look at existing maps to get a good idea of how many edges are needed to make a convincing curve (hint: it's fewer than you would expect).

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#3819: Re: Creating A rounded castle out of cubes?

by Blueshift on 10/19/2008 02:08, refers to #3818

thx tentus that helped :)

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#3820: ..

by Blueshift on 10/19/2008 02:10

Does anyone know why when i calclight
it removes many of my models?
its an outside level with prolly 14 trees give or take.. any suggestions?

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#3821: Re: ..

by eihrul on 10/19/2008 03:36, refers to #3820

This is a slight engine bug.

Try the latest patch here (the one dated 7-11): http://sourceforge.net/project/showfiles.php?group_id=102911&package_id=110363

I may have integrated a fix for that into that patch, though I don't quite remember. :)

If not, I'm pretty sure I fixed the issue in the CVS source code tree at least.

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#3822: Player Run Speed

by Redshit on 10/19/2008 16:31

Is there a way to reduce the Movement speed of the player.. and or monsters?
i know of the gamespeed option but that slows down time:( im also looking to make the enemies agrro closer up rather than 5 billion feet :) any help wouold be appreciated :)

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#3823: Re: Player Run Speed

by tentus_ on 10/19/2008 17:36, refers to #3822

You can adjust the difficulty down, but that doesn't do exactly what you're asking. So other than recompiling, no. If you do decide to recompile, what you're looking for will be in monster.h, if I remember correctly.

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