Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846981 views, last view: 12/09/2021 05:15 |
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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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#4179: .. |
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by K1P57A
on 08/04/2009 01:27
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yay finally got my maps again hehe, thanks a lot for your help, i was already going mad scanning my directories *grin*
Cheers, K1
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#4180: Re: ..Mac Dir |
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by RedWolf
on 08/04/2009 01:53, refers to #4177
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Thanks, I found that, very quickly.
When I go through User>Library>Application Support>sauerbraten I get four choices autoexec.cfg
config.cfg
packages
servers.cfg
But the only thing I find under packages is a folder marked "Base" that has all the map creation that I have done. It does not anything else in it like Skybox packages. So is a problem where I should delete and reload? Or is it something simple like downloading it from the next and putting it in this packages folder?
Thanks
Wolf
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#4181: Re: ..Mac Dir |
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by baby~rabbit
on 08/04/2009 02:07, refers to #4180
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Things placed in the user directory take priority over the internal resources of sauerbraten, so yes, simply put new files in the correct place in the user packages folder.
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#4182: Re: ..Mac Dir |
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by RedWolf
on 08/04/2009 03:15, refers to #4181
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Thanks, where is the best place to download skyboxes for macs online? Quadopolis?
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#4183: Re: ..Mac Dir |
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by SheeEttin
on 08/06/2009 19:08, refers to #4182
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Skyboxes are just images. You can find skyboxes on Quadropolis, yes, but you could also find others elsewhere on the Internet. Try Google.
Note that if you're making your own map with a custom skybox, make sure that you're allowed to redistribute the skybox in the map package. (Else you can only link back to the original.)
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#4184: Particle Help |
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by Heretic_Leader
on 08/06/2009 19:56
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I am new to Cube 2 and I was just wondering how to add particles. Is there a window that opens up the particle type or does all have to be typed in scripts? Thanks for any help!
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#4185: Re: Particle Help |
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by Heretic_Leader
on 08/07/2009 14:10, refers to #4184
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Never mind. I discovered the "Newent" command :P
But can anyone explain to me the best way to use the RGB code (like what does 0xFFF mean and how can I always get the color I want)?
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#4186: Re: Particle Help |
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by tentus_
on 08/07/2009 14:24, refers to #4185
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RGB stands for Red Green Blue. The first value represents how much red you want (0 being none and F being the max), the second stands for green, and the third for blue. It's kind of like mixing paint, except that you're using additive color. After some playing around you'll learn how much you need to get what you want.
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#4187: Re: Particle Help |
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by Krayon
on 08/07/2009 14:25, refers to #4185
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0XFFF is easy
FFF stand for RGB
example
0XF00
if you want a red coloured particles
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#4188: Re: Particle Help |
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by SheeEttin
on 08/07/2009 18:16, refers to #4187
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Or 0xRRGGBB for those things that accept that form (e.g. 0xFF7F00 for orange; 255 red, 127 green, 0 blue).
Most image editing programs will tell you the hex value of a color, and will also accept a hex value to change to that color.
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#4189: Re: Particle Help |
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by Heretic_Leader
on 08/07/2009 19:58, refers to #4188
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K thanks for all of your help! I understand it a bit more now. Now I just gotta learn how to make curves.
If anyone who is pro at the editer and can help me, plz contact me:
AIM: HaloManCJzzle
YIM: python_craig
MSN Messenger: Heretic_Leader@live.com
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#4190: Glow in the dark monsters |
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by rknigh21
on 08/09/2009 01:48
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Hi
A am creating a small demo map and I want monsters to come out of a dark area. But the monsters glow!. It's like they are fullbright. I have tried various lighting commands and calclight options. Any suggestions please.
Thanks Robin
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#4191: .. |
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by K1P57A
on 08/10/2009 10:31
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Stoopid question, but could sum1 perhaps link me the part bout scrolling textures in the wiki? I dont really know what to search for and I couldnt figure how to do it looking at other maps : /
Cheers, (stupid) K1 ;)
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#4192: monster_dead_T |
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by Krayon
on 08/11/2009 20:52
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I know it's possible to make it so you kill a certain monster to trigger a door but how to make it so you have to kill all the monsters with that trigger to open? like there is a room and you must get rid of the entire room before the door opens not just one certain monster, is this possible? how?
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#4193: Re: .. |
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by SheeEttin
on 08/11/2009 22:31, refers to #4191
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It's not in the wiki, as far as I know, but here it is in the docs.
http://sauerbraten.org/docs/editref.html#texscroll
Just posted this link a few days ago, too...
By the way, eihrul, it might be a good idea to mention searching the forums in the links section of README.html. As it is, there's a lot of repeated questions.
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#4194: Making Curves |
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by Blatobran
on 08/19/2009 18:31
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Hi everyone, I started using the cube engine a week ago and grasped some basics, but i'd like to ask if anyone knows how to make curves, you can contact me through x-fire if you want
X-fire: feardaem0n
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#4195: Re: Making Curves |
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by tentus_
on 08/19/2009 21:19, refers to #4194
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This is a good place to start.
http://www.youtube.com/watch?v=SPrJhhBoHrU
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#4196: Re: Making Curves |
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by Blatobran
on 08/19/2009 23:41, refers to #4195
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I know about deforming cubes, but i wondered are there any videos showing how to make "curves" (it is a cube engine after all). i made a platform with a some part sticking out, and i wonder how to meki it connect trough a curve, slopes are getting a little boring
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#4197: Re: Making Curves |
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by (noerrorsfound)
on 08/20/2009 03:02, refers to #4196
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Multiple deformed cubes.
Normal cubes:
[_][_]
[_][_]
Two side-by-side corners of each cube, slanted:
[_]\
[_]/
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#4198: Re: Making Curves |
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by (noerrorsfound)
on 08/20/2009 03:04, refers to #4197
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That doesn't illustrate it well, but it's text. I tried.
Make multiple cubes and have them vary in how much they're slanted. Use smaller cubes for a more rounded look.
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