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 |
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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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#4099: editing |
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by kriskrasm
on 06/09/2009 16:19
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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 |
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by tentus_
on 06/09/2009 19:09, refers to #4099
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Singleplayer has those.
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#4101: SP stuff |
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by RMax
on 06/10/2009 01:19
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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 |
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by ZANK
on 06/10/2009 03:33
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how do you make these?
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#4103: Re: moving textures |
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by SheeEttin
on 06/10/2009 21:19, refers to #4102
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http://sauerbraten.org/README.html
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#4104: Re: moving textures |
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by ZANK
on 06/11/2009 02:41, refers to #4103
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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 |
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by baby~rabbit
on 06/11/2009 02:50, refers to #4104
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or you could just look at the .cfg of a map that already uses scrolling textures...
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#4106: Re: moving textures |
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by MeatROme
on 06/11/2009 17:16, refers to #4105
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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 |
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by editz4gigglz
on 06/13/2009 02:27
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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 |
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by Quin
on 06/13/2009 05:40, refers to #4107
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http://sauerbraten.org/docs/editref.html#_particles_
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#4109: Re: particle properties |
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by MeatROme
on 06/16/2009 15:34, refers to #4107
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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 |
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by DaemonHunter
on 06/17/2009 03:12
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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 |
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by SkipperLee
on 06/17/2009 15:55
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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 |
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by Hirato Kirata
on 06/17/2009 16:16, refers to #4111
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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 |
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by ZANK
on 06/22/2009 21:45
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I dont get the blending thing. dont send me to the docs beacause i already read them
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#4114: sp objects |
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by DaemonHunter
on 06/24/2009 01:22
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is there a handbook/readme file for sp objects (opening doors, switches, etc)
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#4115: Re: sp objects |
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by SheeEttin
on 06/24/2009 02:58, refers to #4114
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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? |
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by BionicCryonic
on 06/25/2009 03:41
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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 |
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by DaemonHunter
on 06/25/2009 03:47, refers to #4115
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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. |
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by Zomada
on 06/27/2009 20:11
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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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