Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846989 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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#4245: Mod - sp_thefarm |
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by steveh
on 10/14/2009 14:21
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I'm trying to include the 'monster.h' from rknight21 'sp_thefarm' mod into the latest Sauerbraten source. The modded monster.h combined with the 'nummonsters' variable in the current monster.cpp would greatly enhance SP gameplay. Despite many hours of trying I cannot make it work ( The C++ is way beyond me at present).
Of course I will ask permission from rknight21 to use his code in any mod I build but any advice to get this working will be greatly appreciated. LONG LIVE SAUER SP !
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#4246: Re: Mod - sp_thefarm |
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by Quin
on 10/15/2009 01:50, refers to #4245
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I suggest you try somewhere like http://www.gamedev.net/ and learn basic C++ first. There are also some pages on the Cube Wiki such as: http://cube.wikispaces.com/How+to+approach+modding
Sorry, but we won't teach you how to do basic coding. We're making games not running a university.
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#4247: editing backgrounds |
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by DeLaSpartan
on 10/17/2009 02:32
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Hey guess im wondering how to change the background on the editor. i have a Mac OSX computer and cant figure out how to change it. please and thx.
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#4248: Re: editing backgrounds |
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by MeatROme
on 10/17/2009 03:15, refers to #4247
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I suggest you take a look at data/guiskin.png
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#4249: Re: editing backgrounds |
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by mayhem
on 10/17/2009 20:39, refers to #4247
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By changing the background do you mean the sky?
If so, you can use the /loadsky command in the console :
http://sauerbraten.org/docs/editref.html#loadsky
HTH
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#4250: Re: editing backgrounds |
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by MeatROme
on 10/18/2009 00:04, refers to #4249
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oh. LOL - yeah, that's probably what was asked. Sorry & Thanks :-)
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#4251: Mines of Moria Map Collab |
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by blarg
on 10/25/2009 19:53
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Anyone interested in helping with a LOTR Mines of Moria CTF map collab?
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#4252: .. |
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by nixon
on 10/30/2009 21:05
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Spricht hier jemand deutsh?
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#4253: Ok I'm PISSED |
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by adamvk
on 11/04/2009 00:03
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I've been working on a map for a very long time. Today I went into Cube 2, and when I load the map, ITS GONE!! How do I get it back?!!?!
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#4254: Re: Ok I'm PISSED |
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by SheeEttin
on 11/04/2009 03:19, refers to #4253
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Maps are saved in your home folder, if you have one.
http://cube.wikispaces.com/FAQ#toc46
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#4255: Re: Ok I'm PISSED |
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by lenzorg
on 11/07/2009 21:22, refers to #4253
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In this folder you will see a lot of .BAK files with the name of your map. Those are older versions of your map. Just rename one (preferably the latest) of them to yourmapname.ogz
Then you can open it in Sauer again.
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#4256: Re: map backups |
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by MeatROme
on 11/07/2009 23:02, refers to #4255
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the integer is of the millis since engine-start - so each numbering represents consecutive changes and the time it took ;-)
HTH
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#4257: Texture Slots/Texture Maps |
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by 8BitTonberry
on 11/15/2009 23:36
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Hey guys! I've been working with Sauer for a while, and I\'ve recently started making my own textures.
I know how to define the textures, and I know how to scale the most recent ones, but I have NO idea how to set the texture slot to add depth maps, glow maps, specularity, or anything.
So, choosing the texture slots is really my biggest problem, but how to define the different maps would be nice to know, though I can probably figure it out when I get the slots right.
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#4258: Re: Texture Slots/Texture Maps |
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by SheeEttin
on 11/16/2009 07:40, refers to #4257
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http://sauerbraten.org/docs/editref.html#texture
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#4259: Re: Texture Slots/Texture Maps |
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by Quin
on 11/16/2009 10:56, refers to #4257
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@8BitTonberry: http://cube.wikispaces.com/Map+Config+and+Scripting
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#4260: Elevators |
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by Manmachine01
on 11/22/2009 02:23
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Guys, help me! How to make elevators? I tested a lot of types of values in console, and nothin works! There are good gun'nrun map so, it need an elevator
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#4261: Re: Elevators |
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by SheeEttin
on 11/22/2009 05:50, refers to #4260
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http://sauerbraten.org/docs/editref.html#_elevator_
There are also existing maps with working elevators that you can use for reference.
I was going to mention the demo map I made when elevators, etc. were introduced, but Quadropolis seems to have lost it. (It'd didn't demonstrate everything it should have, anyway.)
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#4262: playing my map |
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by mgsfan18
on 11/22/2009 20:57
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I was wondering how to play a map outside of edit mode?
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#4263: Re: playing my map |
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by tentus_
on 11/23/2009 00:13, refers to #4262
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Hit E to enter/exit editmode. Beyond that I really have no idea what you're asking.
Perhaps you mean how to load the map? First, save it using the /savemap X command. Then load it later with the map command X. X should be replaced with the name you want for your map.
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#4264: saving and void alias |
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by lenzorg
on 11/23/2009 01:18
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I am working on a sp game with a few levels. Now I want to save the progress of the game. So that your progress is still saved, when you restart the game. From what I know an alias will only be saved in the config.cfg, when in a guifield. Like this:
guifield $level1done 1
1. Is there a way to save an alias without putting it into a guifield?
2. Apart from this: Is there an operator that will check, if an alias is void? What I try to do here is something like this:
if (void $level1done) [sp level1] [sp level2]
when I do it like this:
if (= $level1done "yes") [sp level2] [sp level1]
I get the error "unknown alias lookup". Maybe there is just a way to prevent this error message.
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