Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846800 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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#4143: .. |
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by Chronic667
on 07/14/2009 15:08
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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: .. |
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by MeatROme
on 07/14/2009 18:00, refers to #4143
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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: .. |
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by Chronic667
on 07/15/2009 02:38, refers to #4144
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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 |
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by Oscarmeyer
on 07/15/2009 16:27
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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 |
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by fispaul
on 07/15/2009 17:20, refers to #4146
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type /addbot *whatever skill level you want it to be* for each bot
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#4148: Re: Map editing |
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by Stealth
on 07/15/2009 17:32, refers to #4146
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but first you have to run around to make waypoints, then do /savewaypoints
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#4149: Re: Texture blending |
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by Megagun_
on 07/15/2009 17:47, refers to #4135
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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 |
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by SheeEttin
on 07/15/2009 19:03, refers to #4149
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Want to put that little how-to in the wiki? :)
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#4151: Re: Texture blending |
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by Marwo
on 07/19/2009 20:35, refers to #4149
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Thanks alot! Finally understand a bit more how this works! :)
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#4152: 2fort remake |
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by durk
on 07/21/2009 02:16
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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 |
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by fleeg
on 07/22/2009 20:01
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Why can't I change the lighting color by using the color buttons?
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#4154: Re: Lighting |
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by MeatROme
on 07/22/2009 20:44, refers to #4153
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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? |
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by durk
on 07/25/2009 23:49
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How do you create curved surfaces and slopes?
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#4156: Re: Curved surfaces? |
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by MeatROme
on 07/26/2009 01:10, refers to #4155
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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? |
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by Razgriz
on 07/26/2009 01:27, refers to #4155
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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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#4158: Re: Curved surfaces? |
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by MeatROme
on 07/26/2009 14:52, refers to #4157
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Is there an echo here?
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#4159: Re: Curved surfaces? |
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by (noerrorsfound)
on 07/26/2009 15:58, refers to #4158
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echo in here?
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#4160: Re: Curved surfaces? |
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by tentus_
on 07/26/2009 17:51, refers to #4158
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Nope, no dolphins here. All the curves mess up their echolocation.
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#4161: .. |
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by Mati9319
on 07/30/2009 10:52
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I have this same problem as Darkcodemonkey. I can't find my maps in sauerbraten/packages/base and in whole computer. ANYONE CAN HELP ME?
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#4162: Re: finding maps |
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by MeatROme
on 07/30/2009 17:16, refers to #4161
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http://cube.wikispaces.com/FAQ#toc43
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