Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846871 views, last view: 12/09/2021 03:11 |
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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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#4079: Re: o ya |
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by Quin
on 05/12/2009 00:48, refers to #4078
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http://sauerbraten.org/docs/editref.html#cloudbox
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#4080: Re: Mirror |
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by SheeEttin
on 05/12/2009 00:55, refers to #4077
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Copy, paste, flip.
http://sauerbraten.org/docs/editing.html
Though generally, it appears people enjoy slightly asymmetrical maps more.
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#4081: Did they finally allow for playerspeed to be adusted? |
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by johnathanbluegrass
on 05/13/2009 07:32
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hi friends, i haven't kept up lately
with da cube 2.. did they finally allow player speed to be altered? I know gamespeed can be alter but it slows time... i just want to slow the run pace of the character(s) ty in advance. and if someone could toss a link up to the trooper release notes.
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#4082: Of map configs and textures. . . |
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by velociostrich
on 05/15/2009 02:36
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I read on the wiki (http://cube.wikispaces.com/Map+Config+and+Scripting) that the first two \"texture slots\" are \"reserved\" for \"ik2k/ik_sky_day_back.jpg\" and \"golgotha/water2d.jpg\" -- but, out of curiosity, I\'ve removed these lines without noticing any problems. For what reason must these be included, or was that written in error?
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#4083: Re: Of map configs and textures. . . |
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by SheeEttin
on 05/15/2009 04:24, refers to #4082
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The first is the texture that creates this effect: http://i39.tinypic.com/d468j.jpg . (It renders the skybox on top.) The texture is never actually used, it's more like a placeholder. I don't know what the second does.
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#4084: Re: Of map configs and textures. . . |
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by Quin
on 05/15/2009 05:46, refers to #4083
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Cube 1 legacy texture for the water. Different now with the material system. The big thing is that the 6 textures after those two are considered the "default" geometry textures, for each side of the cube. So, in total, there are 8 "reserved" slots.
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#4085: Re: Of map configs and textures. . . |
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by velociostrich
on 05/16/2009 00:56, refers to #4084
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Thanks for the info, but shouldn't that be in the wiki?
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#4086: moving |
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by )FC($k!llz_
on 05/16/2009 22:39
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moving 0/1 how do i use it, does it work on multipolayer, particles, weapons, or just map models?
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#4087: Message censored by administrator |
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by themayor
on 05/20/2009 01:33
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#4088: Need help, problem with lighting |
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by Younes
on 05/22/2009 19:44
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Hi all...
I got one problem when performing a calclight whatever the quality is (lmaa and lmshadow). It seems like there are bugs in the lightmap :
http://img199.imageshack.us/img199/8223/screenshot16672983.png
Is there a way to fix that ?
Younes
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#4089: Re: Need help, problem with lighting |
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by Quin
on 05/23/2009 05:15, refers to #4088
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http://sauerbraten.org/docs/editref.html#lerpangle
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#4090: Bloom |
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by aaron.s
on 05/26/2009 16:18
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I just noticed... but are there not full screen shaders in Trooper edition? setfullscreenshader is no longer existent apparently...
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#4091: Re: Bloom |
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by eihrul
on 05/26/2009 19:00, refers to #4090
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showgui postfx
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#4092: my new ctf map |
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by Q009
on 05/31/2009 14:58
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SpaceShift BETA 4
A big, mirrored CTF/Capture map.
Flag bases are connected by a big bridge and one central base in the middle of the map.
Bridge has three sections: two upper and one lower.
I got inspired by Halo as you can see if you played it.
http://www.quadropolis.us/node/1983
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#4093: HELP |
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by supermroctavio
on 05/31/2009 22:09
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ive been trying to create my own map. all the tutorials i find say i have to scroll to make new cubes but thats not working, does anyone know wats wrong?
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#4094: Re: HELP |
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by )FC($k!llz_
on 06/01/2009 00:00, refers to #4093
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press e, click on a cube, then scroll
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#4095: .. |
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by supermroctavio.
on 06/01/2009 00:56
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thats what I have been doing, but its not working
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#4096: Re: .. |
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by Hirato Kirata
on 06/01/2009 05:26, refers to #4095
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type /exec data/defaults.cfg to reset your binds.
something probably got broken
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#4097: .. |
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by supermroctavio.
on 06/01/2009 21:35
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thanks you so much
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#4098: SpaceShift FINAL - UPDAED |
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by Q009
on 06/05/2009 16:45
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SpaceShift FINAL - UDPATED
----Added mapshot, some geometry fixes and filename fixes.----
A big, mirrored CTF/Capture map.
Flag bases are connected by a big bridge and one central base in the middle of the map.
Bridge has three sections: two upper and one lower.
I got inspired by Halo as you can see if you played it.
Changes after BETA 4:
Decreased map file size
Decreased fog
Lighted walls arround the map (just glow)
Changes after BETA 3:
Added more ways to flags.
Added waypoints.
Changes after BETA 2:
Much more lights.
Changes after BETA 1:
Added more lights.
Added support for Capture and Deathmatch gamemodes.
Increased ambient lighting.
Fixed ramps in flag bases.
Please post comments and rate!
Have fun!
http://www.quadropolis.us/node/1983
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