Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846806 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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#4307: Re: Editing Corners = Hanging |
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by Imagamer45
on 02/27/2010 03:01, refers to #4306
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Oh, and I think I should mention that I can use Sandbox 2.5 (which uses the Cube 2 engine) with no lag at all when I do anything to the map.
This is Sandbox 2.5: http://sandboxgamemaker.com/
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#4308: Re: Editing Corners = Hanging |
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by ZseriusCHEATER
on 02/27/2010 04:02, refers to #4307
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Whats tha frame rate? If it's under 12 seconds just change up the gfx settings lol!
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#4309: compact map for low end PCs |
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by ZseriusCHEATER
on 03/08/2010 17:27
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I got a great idea to shrank maps as small as possible and still be cool lookn! I really hope to read positive or constructive opinions! oh and the map Orbital Scout will be available for only 60 days.
http://rapidshare.com/files/360668643/packages.zip.html
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#4310: Mac help...please? |
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by Johnny K
on 03/09/2010 20:30
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So I just downloaded onto my mac. And i have used this before with windows. BUT... when i go to look at the different skyboxes, and possibly look into making my own, they dont show up in any folders. I know the wiki and everything says to look in the folder past aplication support, but the only thing in there is config.cfg, servers.cfg, and packages (folder). In the packages folder there is a folder called base. And inside base is untitled.ogz. Am i looking in the wrong place? or are the skyboxes located in another section of my computer?
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#4311: Re: Mac help...please? |
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by Matt Bierner
on 03/09/2010 22:23, refers to #4310
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The included skyboxes are inside of the Cube II application package. Right click on the Cube II icon and go to "Show Package Contents" and you can find them under "gamedata". The structure of this directory should also give you some hints on how to set up your files.
For custom content, it is preferable to use the other location, "/Users/YOUR_ACCOUNT_NAME/Library/Application Support/sauerbraten/packages/" so that updated versions of the game can be installed without overwriting custom content.
This directory is empty because you have not put anything there yet, but it is also the default save location. In "packages" you can then create a folder for your work and place the skybox files in here. (Further organization can also be applied) When loading a skybox in Cube II, the path is relative to the packages directory.
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#4312: Re: Mac help...please? |
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by Quin
on 03/10/2010 03:54, refers to #4311
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If that is from some obviously-placed readme, we need a lynchin' squad for Mr. Johnny K. :P
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#4313: Re: Mac help...please? |
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by Johnny K
on 03/11/2010 10:01, refers to #4312
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That information wasn't in anything i read, but it was very helpful. thank you.
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#4314: Venice |
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by GroberKeiler
on 03/12/2010 20:01
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I accidentially overwrote the map \"Venice\" (by Garcia or so), how to regain it? Deleting all Sauerbraten files and reinstalling keeps the modified map.
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#4315: Re: Venice |
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by mayhem
on 03/13/2010 03:18, refers to #4314
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http://cube.wikispaces.com/FAQ
At the bottom of that page is where you will find the location of your custom content depending on your OS.
Once you've renamed or deleted your venice map from that location, Cube 2 will once again load the correct venice map from it's main application directory.
HTH
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#4316: Message censored by administrator |
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by ZseriusCHEATER
on 04/01/2010 23:19
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#4317: Message censored by administrator |
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by ZseriusCHEATER
on 04/01/2010 23:25
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#4318: rescaling texture |
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by Pieter
on 04/28/2010 00:54
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Hi guys, i'm a newbie, so sorry if it's a stupid question. But how can you scale a texture? I tried selecting the surface and the texture in the texture pallete and type "texscale 16" just to give an example. But nothing happens so I'm obviously doing it wrong :P
On another note, is it possible to disable the bilinear filtering on textures and turn it to nearest neighbour?
I'm trying to take a small texture and scale it up so the pixels become visible.
Trying to get a retro look that way.
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#4319: Re: rescaling texture |
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by SheeEttin
on 04/28/2010 07:24, refers to #4318
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Well, something did happen, but you didn't notice. It applied to the most recently loaded texture, as texscale is meant to be used in a map CFG.
In SVN, as well as the to-be-released-shortly next edition of Cube 2, you can use commands like vscale to apply that effect to the texture(s) in the selection.
http://sauerbraten.svn.sourceforge.net/viewvc/sauerbraten/docs/editref.html#vscale
As for texture filtering, I don't think you can do anything beyond toggling between bilinear and triliear. Just scale it externally.
(Alternatively, use solid-color textures and recreate the image pixel by pixel. Although this would need many more triangles, causing a small (maybe negligible) performace hit.)
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#4320: .. |
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by Pietr
on 04/30/2010 00:15
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Thanks, a lot of thing suddenly make sense :)
Bit unfortunate that there isn\'t a way to turn off the biliear filtering, but understandable as it\'s a weird \"feature\" in a relatively modern engine such as cube.
I\'ll try the resacling and cube thing as a alternative. Rescaling would be less efficient, but it\'s probably a negligible tradeoff on modern pc\'s. The cube thing is most flexible I guess, but a shitload of work unfortunaly.
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#4321: Re: .. |
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by baby~rabbit
on 04/30/2010 02:18, refers to #4320
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/trilinear 0
/bilinear 0
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#4322: Re: .. |
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by SheeEttin
on 04/30/2010 04:22, refers to #4321
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Hm, leave it to someone who actually knows what they're talking about to get the right answer. :P
Well, kinda right. That'll also turn off filtering on other things like lightmaps and the HUD, so unless you're going for a retro engine look (early 90s? I wasn't into gaming then), I'm not sure it's quite what you're looking for.
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#4323: Message censored by administrator |
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by Naj604
on 05/05/2010 00:54, refers to #4303
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#4324: .. |
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by Naj604
on 05/05/2010 00:55
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hmm... It appears I have put this in the wrong spot. My apologies.
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#4325: New Map Done |
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by Chrisz0r
on 05/09/2010 18:02
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G'day,
here is one nice map, I like it at least.
Enjoy it, and plz tell me your honest opinion.
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#4326: Re: New Map Done |
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by Chrisz0r
on 05/09/2010 18:03, refers to #4325
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Of course it was my absolute purpose to post it in the next post:
http://www.quadropolis.us/node/2672
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