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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846799 views, last view: 12/09/2021 01:38

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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#4099: editing

by kriskrasm on 06/09/2009 16:19

isnt there any mod or way u can make stuff move like make a elevator? or a moving platform, boat etc?

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#4100: Re: editing

by tentus_ on 06/09/2009 19:09, refers to #4099

Singleplayer has those.

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#4101: SP stuff

by RMax on 06/10/2009 01:19

I'm interested in way of making complex platform, e.g. train wagon. It must have "clipped" floor, walls and roof. Is there any way to make it? I noticed that most of mapmodels I've seen have only their bounding box which is "clipped".

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#4102: moving textures

by ZANK on 06/10/2009 03:33

how do you make these?

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#4103: Re: moving textures

by SheeEttin on 06/10/2009 21:19, refers to #4102

http://sauerbraten.org/README.html

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#4104: Re: moving textures

by ZANK on 06/11/2009 02:41, refers to #4103

I looked but i cant find it. can you at least tell me something usefull like wat section it's in?

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#4105: Re: moving textures

by baby~rabbit on 06/11/2009 02:50, refers to #4104

or you could just look at the .cfg of a map that already uses scrolling textures...

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#4106: Re: moving textures

by MeatROme on 06/11/2009 17:16, refers to #4105

Another good idea .. try using "search":
http://cubeengine.com/forum.php4?action=display_search&keywords=texscroll&submit=+GO+

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#4107: particle properties

by editz4gigglz on 06/13/2009 02:27

Can anyone tell me what all the numbers mean for the various types of particles? I can't figure it out.

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#4108: Re: particle properties

by Quin on 06/13/2009 05:40, refers to #4107

http://sauerbraten.org/docs/editref.html#_particles_

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#4109: Re: particle properties

by MeatROme on 06/16/2009 15:34, refers to #4107

Another resource:
http://www.quadropolis.us/node/908
Though this node is maybe not up-to-speed with the newest changes in the particles rendering process since it was first published .. it should do the more basic stuff acceptably well .. and maybe it can help you better understand the docs Quin posted you above - when you see those values turning up in parts of the CubeScript files in node/908.
HTH

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#4110: Ground Zero

by DaemonHunter on 06/17/2009 03:12

Here is my new map:

http://www.quadropolis.us/node/2014

However, it seems to have some visual issues. Anyone have suggestions or things that need to be fixed?

Feel free to comment on Quadropolis.

I find the layout pretty sweet. Very fast gameplay, but don't try it with bots... for I haven't placed any waypoints yet.

Thanks,
DaemonHunter

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#4111: Noob: Textures, Entity and Triggers

by SkipperLee on 06/17/2009 15:55

Hi, I've just begun toying with PAS.
So I'd like to establish my image of noob-ness here.

So I'd like to ask the community:

"How to declare custom textures for the engine?"

"How to assign a trigger to a grid on the map, without selecting a mapmodel?"

Please advise,
thank you.

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#4112: Re: Noob: Textures, Entity and Triggers

by Hirato Kirata on 06/17/2009 16:16, refers to #4111

if you want help with PAS/Platinum Arts Sandbox, please go to http://forum.sandboxgamemaker.com...

firstly: sandbox will generate an -art.cfg for your map with all the texture file definitions
generic cube 2 will use either the default lists or custom lists defined inside the map's .cfg (follow the examples in data/default_map_settings.cfg)

secondly: that's the only way to place triggers

in the future, ask on the project's site, rather than here if it's not sauerbraten/cube 2 you seek help with

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#4113: I dont get the blend thing

by ZANK on 06/22/2009 21:45

I dont get the blending thing. dont send me to the docs beacause i already read them

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#4114: sp objects

by DaemonHunter on 06/24/2009 01:22

is there a handbook/readme file for sp objects (opening doors, switches, etc)

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#4115: Re: sp objects

by SheeEttin on 06/24/2009 02:58, refers to #4114

Kind of: http://sauerbraten.org/docs/editref.html
There's probably also something on the wiki (link at left), though I didn't see it at first glance.

As always, the best practice is to learn by example, so look at existing SP maps, including the now-removed door_demo (which can still be found in CVS: http://sauerbraten.cvs.sourceforge.net/viewvc/sauerbraten/sauerbraten/packages/base/ , get door_demo.* and drop them in sauerbraten/packages/base -- note that CVS is outdated, Cube 2 now uses SVN).

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#4116: Anyone up for coop-edit?

by BionicCryonic on 06/25/2009 03:41

I have a warehouse that I'd like to share with you guys, and maybe you can help me on it. Serious mappers only, no people that just go in to create cubes.

If you have as erver you like, tell us. If not, I'll just use the plagueclan server.

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#4117: Re: sp objects

by DaemonHunter on 06/25/2009 03:47, refers to #4115

ok thanks. that actually helped. i also found this out there too:
http://www.clearcrystal.co.uk/cubescript_1.html

thanks again SheeEttin

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#4118: Co-Op Edit, Changing Models, Adding Items.

by Zomada on 06/27/2009 20:11

Hey, I was wondering if Theres a guide on how to set up Co-Op Editing. Also Possabley guides how to Change the models (E.g. change what items like guns and power-ups look like) and if there is a shortcut to a list of items (like instead of editing ent's, just choose the item, also not from edit menu)

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