Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846875 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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#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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#4119: Re: Co-Op Edit, Changing Models, Adding Items. |
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by Zomada
on 06/27/2009 20:12, refers to #4118
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Also, I Am aware my spelling is terrable, and i sound like a 12 year old kid. I assure you, i am well versed with most map editing/modeling things.
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#4120: sauerbraten .ogz to other formats converter |
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by mx
on 06/30/2009 17:15
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Hi, there
I wanted to ask, is there any way to export sauerbraten maps into other formats (e.g. blender)?
http://www.youtube.com/watch?v=RrG4MsN0Z84
I found this video and got interested but it has no description :-/
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#4121: Re: sauerbraten .ogz to other formats converter |
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by SheeEttin
on 07/01/2009 00:20, refers to #4120
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/writeobj will export the current map geometry to an OBJ, which you can then import into programs (e.g. Blender).
It does not export textures, etc.
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#4122: Saving a map in Linux |
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by darkcodemonkey
on 07/01/2009 05:32
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I've made a map and am able to save it using the menu mapop->Save current map->temp and am able to load this same map, but when I go to the packages/base folders to find my map, it isn't there. I assume because Cube2 doesn't have permission to save in that folder. Is there a way to save my map to a different folder (Home, or even the Desktop). BTW: I've googled and looked through forum after forum with no success.
Thanks in advanced
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#4123: Re: Saving a map in Linux |
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by Quin
on 07/01/2009 08:09, refers to #4122
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Try ~/.sauerbraten/packages/base
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#4124: Skycastle Revision |
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by Matt Bierner
on 07/01/2009 22:19
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For a while now, I have been working on a revision of the 'Skycastle' map originally released by okicomputer in 2006. I recently received his permission to release my revision and I now think it is appropriate to announce what I am working on and to post a few beta screenshots.
The idea behind this revision was to make the map fully playable as well as improving its appearance.
The most obvious change is the new visual style of the map. This involved making the entire map more like a floating castle in the sky. (I made the design more airy/open and I removed the giant lakes and unnecessary solid ground)
There are thousands of other changes I have made, some large and some almost unnoticeable, but I will not list them all here.
A few screenshots of the map [flickr]:
http://www.flickr.com/photos/29981142@N08/sets/72157620823924940/
This map may not be released as a beta for a while (I am not a big fan of releasing work that I consider unfinished, even as a beta) , but I would appreciate any ideas, comments, or suggestions people have for my revision.
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#4125: 1 way doors? |
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by wangchi623
on 07/06/2009 06:14, refers to #4124
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can someone please tell me how to make 1way doors?
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#4126: Re: 1 way doors? |
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by MeatROme
on 07/06/2009 10:43, refers to #4125
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There's nothing semipermeable in Cube2.
Whatever for anyway?! Detailed questions may lead to detailed answers ;-)
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#4127: 1 way door |
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by saasdasdasdasdsadsadsad
on 07/06/2009 12:12
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get creative with the telaports other then that your sol
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#4128: Re: 1 way doors? |
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by fispaul
on 07/06/2009 15:24, refers to #4126
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I think he means like in the map Europium, at the spawn bases in ctf modes you can go out of a door, but not go back in again.
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#4129: Re: 1 way doors? |
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by tentus_
on 07/06/2009 16:46, refers to #4128
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You can also simply make a door that is right beside a ledge. Drop the player down a bit and bingo, one-way route.
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#4130: Re: 1 way doors? |
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by MeatROme
on 07/06/2009 17:50, refers to #4128
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Well - as I said - a more elaborate question might've enticed me to actually start thinking about ... just expecting people to "mind-read" doesn't :-P
If you know of an example - name it .. and then learn to copy-n-paste :-)
It kinda looks like that door in "europium" was done with the help of "One-Way Cubes" http://www.quadropolis.us/node/1484
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#4131: Partical effects |
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by DesertFox
on 07/06/2009 22:30
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Hi, I was just wondering how do you spawn particle effects. Tanks!
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#4132: Re: Partical effects |
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by MeatROme
on 07/06/2009 23:48, refers to #4131
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just like any other entity .. but I agree - they are a bit more involved.
Maybe looking at these two nodes will help you get started (always assuming you've read the docs already):
http://www.quadropolis.us/node/908
http://www.quadropolis.us/node/1005
They're both a bit older already, so might not give you access to the latest and finest, but the concept and basic particles should work even in trooper-release. Have Fun!
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#4133: Skyboxes |
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by DesertFox
on 07/08/2009 15:42
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Guten tag! I was having issues with skyboxes. I load the correct file(s) And then the sky is black with white lines! help please! Thanks!
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#4134: .. |
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by Osbios
on 07/09/2009 18:17
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@DesertFox: What command and parameters did you use exactly to load the skymap?
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#4135: Texture blending |
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by Marwo
on 07/09/2009 22:56
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Hi, im working on a map at the moment and i really need to blend some textures in some areas of the map, and ive read the readme, but i still cant get it right.
i want to blend \"gor/GR_GK_003_cc.jpg\" with \"gor/WT_GK_014_cc.jpg\" so that i could paint one texture smothly over to the other one so it doesnt look to sharp.
Could someone please give me an example on how i should set it up in my CFG?
It would be really helpfull!
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#4136: Halo CE and Sauerbraten |
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by Deathcage
on 07/10/2009 07:33, refers to #4116
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Hey i dont know if anyone will take much notice or care or even if this post will be deleted or not but as e all know sauerbraten's editor kicks ass but in my own eyes the game lacks much. What i am suggesting is maybe if there was a way i could export the sauerbraten map i have made as a model so i can use it in other programs. if you know how or this has already been done please email me a link or reply at SMU12F_man@hotmail.com. Thank you. Apologies if this is in the wrong section/forum.
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#4137: Re: Halo CE and Sauerbraten |
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by SheeEttin
on 07/10/2009 08:05, refers to #4136
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/writeobj
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