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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846803 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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#4138: Re: sauerbraten .ogz to other formats converter

by simo on 07/10/2009 13:08, refers to #4120

Hey, I was trying to do something similar, i was trying to convert it into a quake map appropriate for a map editor like QuArK or Radient for further changes. See, I'm entering a quake 2 mapping contest and i can't be arsed making basic designs by slinging together make shift brush. (cubes are much more fun :P) then i want to add detail in QuArK then export to quake 2. Anyone got some advice?

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#4139: I am creating

by naujissimo on 07/12/2009 09:30

my own game based off of the Sauerbratem engine. I want to have bosses, my own characters, (including NPCs), my own enemies, and skins for the guns. How dod I do this? I don\\\'t know code, by the way.

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#4140: Re: I am creating

by tentus_ on 07/12/2009 20:40, refers to #4139

Not to be a downer, but short of knowing code, most of what you just mentioned is going to be extremely difficult if not impossible. You can look into some of the Sauerbraten forks, but what you're looking to do is programming-intensive.

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#4141: Re: I am creating

by Zama on 07/13/2009 12:42, refers to #4139

changing skin is a bit hard but worth it. code yeah it's a challenge I'z tryn to make scroll texture show My favorite tv shows in HD!

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#4142: Re: I am creating

by )FC($k!llz_ on 07/14/2009 01:27, refers to #4141

i love you HD idea. sauer TV. useful for messing around maps which happens to have a TV.

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#4143: ..

by Chronic667 on 07/14/2009 15:08

I had a sound outside of the world but managed to find it and delete it using entfind. However i still have the error showing but the type is now "none?".

Is there a way to fix this error too?

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#4144: Re: ..

by MeatROme on 07/14/2009 18:00, refers to #4143

sounds weird, type none shouldn't ever get saved - you might try "savecurrentmap", but I somehow doubt this will fix anything for you.
Maybe try simple marking every piece of geometry, hitting the NumKeyPad-ENTER (to select all ents inside the selection box) and then type "/newmap" and paste appropriately ... you might even try a "/newmap 16" (or a higher number than your initial map had).
HTH

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#4145: Re: ..

by Chronic667 on 07/15/2009 02:38, refers to #4144

Saving the map and reloading it seemed to work. Previously i was using sendmap/getmap which i guess seems to keep rouge ents.

I'm glad this worked because the other option of copying all geometry to another map wouldn't be a viable solution if it happens regularly.

We're setting up a dedicated coop edit server, so as you can imagine, having to do that everytime wouldn't be a good thing. btw, please see the topic i created about this server. advice is welcomed.

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#4146: Map editing

by Oscarmeyer on 07/15/2009 16:27

Ok, I've created an entire map and saved it in an editing file. How do i play this map with bots to try it out?

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#4147: Re: Map editing

by fispaul on 07/15/2009 17:20, refers to #4146

type /addbot *whatever skill level you want it to be* for each bot

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#4148: Re: Map editing

by Stealth on 07/15/2009 17:32, refers to #4146

but first you have to run around to make waypoints, then do /savewaypoints

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#4149: Re: Texture blending

by Megagun_ on 07/15/2009 17:47, refers to #4135

Allright, here we go..

First of all, a rather useful bind:
/editbind k [echo Slot: (getseltex)| Texture: (gettexname (getseltex) 0)]
This will echo some details about the texture face that is currently
selected (you know, the selection box thingy when mapediting):
Slot: 122 | Texture: foo/bar_texture.jpg

Now, what you need to define a blend decal for a given texture is:
1) The texture to apply it to
2) The slot of the texture you want to have applied on it

Okay, suppose we want to paint "foo/baz.jpg" onto
"foo/bar_texture.jpg"
First of all, we define a regular texture for "foo/baz.jpg". Then, we find through the bind given earlier (select a face, apply the baz texture to it in sauer, then hit k) that its slot is, say, 123

Next, we get into the .cfg file for our map and search for where the
"foo/bar_texture.jpg" texture is defined.
Below that, we add: "texlayer 123" (without the quotation marks).

Now, reload and re-execute the .cfg (F6 in editmode -> load -> exec)

Next, hit escape, go to editing, go to the 'blend' tab and click on
one of the 'blend paint mode' buttons. You'll have to find out what
they all do for yourself... :)

Now you're in blendpaintmode, and you can paint blue glow on places
wherever the bar_texture.jpg texture is used! Mousewheel to change blendmaps,
click to apply. Mouse2 to rotate the blendpaint brush.

That's it! :)

So, in short:
To apply a decal of a texture onto another, simply add "texlayer N" under where the 'parent' texture is defined, where N equals the slot ID number of the decal texture.

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#4150: Re: Texture blending

by SheeEttin on 07/15/2009 19:03, refers to #4149

Want to put that little how-to in the wiki? :)

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#4151: Re: Texture blending

by Marwo on 07/19/2009 20:35, refers to #4149

Thanks alot! Finally understand a bit more how this works! :)

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#4152: 2fort remake

by durk on 07/21/2009 02:16

Here is my attempt at a lose remake of 2Fort from TF2.

http://www.megaupload.com/?d=LNJ11VZ2

It is still in it's early stages and has not had much texturing or lighting done. The basic map construction is complete.

If anyone would like to try it out and give me feedback on it I'd appreciate it very much.

The map is currently set up for CTF.

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#4153: Lighting

by fleeg on 07/22/2009 20:01

Why can't I change the lighting color by using the color buttons?

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#4154: Re: Lighting

by MeatROme on 07/22/2009 20:44, refers to #4153

If you're the same person as "durk" on IRC - then you've already figured it out.
The F3-entity-edit-GUI works fine; you should always do a "calclight" after modifying the values.

If in doubt you can always manhandle the values - select the entity hit "." (dot) and then modify R,G and B channels in the attribs #2,#3 and #4 respectively - attrib #1 is for the radius.
With "showentradius" on you'll also see the sphere-wireframe change according to the colour-bands-values you've chosen!
HTH

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#4155: Curved surfaces?

by durk on 07/25/2009 23:49

How do you create curved surfaces and slopes?

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#4156: Re: Curved surfaces?

by MeatROme on 07/26/2009 01:10, refers to #4155

There are only cubes in sauerbraten, so "curves" as such don't exist - but if you look at maps like "curvedm" you can check in editmode how they were done.
There's also a nice "template map" on quadropolis showing of some circles.
Slopes are just basically pressing in to adjacent edges of cubes (press Q and scroll your mouse-wheel while pointing at a corner).
I suggest you read the documentation inside docs - it contains basic editing information.
Then also look at: http://cube.wikispaces.com/Videos

HTH

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#4157: Re: Curved surfaces?

by Razgriz on 07/26/2009 01:27, refers to #4155

there are no such things as perfect curves in Sauerbraten. Since the whole game is based on cube geometry the best thing you can do is adjust the corners rightly so you can make a "somewhat" curve. Making a curve out of smaller cubes is harder but makes a rounder and nicer curve. it means more polygons though so more pc load. People have made magnificent examples of curves. There are tubes, balls, cups and lots more in template maps and in gallery maps that people could use or learn how to make. Some thing though are very comlicate and someone should be very experienced with cube mapping to make them ;)

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