home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846807 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 :)

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#4315: Re: Venice

by mayhem on 03/13/2010 03:18, refers to #4314

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

reply to this message

#4316: Message censored by administrator

by ZseriusCHEATER on 04/01/2010 23:19

#4317: Message censored by administrator

by ZseriusCHEATER on 04/01/2010 23:25

#4318: rescaling texture

by Pieter on 04/28/2010 00:54

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.

reply to this message

#4319: Re: rescaling texture

by SheeEttin on 04/28/2010 07:24, refers to #4318

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.)

reply to this message

#4320: ..

by Pietr on 04/30/2010 00:15

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.

reply to this message

#4321: Re: ..

by baby~rabbit on 04/30/2010 02:18, refers to #4320

/trilinear 0
/bilinear 0

reply to this message

#4322: Re: ..

by SheeEttin on 04/30/2010 04:22, refers to #4321

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.

reply to this message

#4323: Message censored by administrator

by Naj604 on 05/05/2010 00:54, refers to #4303

#4324: ..

by Naj604 on 05/05/2010 00:55

hmm... It appears I have put this in the wrong spot. My apologies.

reply to this message

#4325: New Map Done

by Chrisz0r on 05/09/2010 18:02

G'day,
here is one nice map, I like it at least.
Enjoy it, and plz tell me your honest opinion.

reply to this message

#4326: Re: New Map Done

by Chrisz0r on 05/09/2010 18:03, refers to #4325

Of course it was my absolute purpose to post it in the next post:
http://www.quadropolis.us/node/2672

reply to this message

#4327: exploding barrels?

by Wolfos on 05/22/2010 19:40

how do I spawn exploding barrels in the editor?
I used to know how to do this but I forgot.

reply to this message

#4328: Re: exploding barrels?

by SheeEttin on 05/22/2010 21:10, refers to #4327

http://sauerbraten.org/docs/editref.html#newent
Although the link in that description is broken. The fragment is missing an underscore (as it is in SVN, hint, hint).

reply to this message

#4329: Re: exploding barrels?

by Quin on 05/22/2010 22:01, refers to #4328

Fixed, thanks.

reply to this message

#4330: Re: exploding barrels?

by Wolfos on 05/22/2010 22:36, refers to #4328

yes, I have read that, but all it does is create an entity called barrel without a model.
reloading the level still doesn\'t spawn a barrel.

reply to this message

#4331: Re: exploding barrels?

by Quin on 05/23/2010 00:50, refers to #4330

.. they only work in singleplayer ..

reply to this message

#4332: Adjusting player height

by emstorm73 on 05/24/2010 12:34

Okay, this may be a strange question, but is it possible, in a specific map (or in the game anywhere other than code) to adjust the height of the camera that represents the player's view?

The reason I'm asking is this: In order to learn to work with Sauerbraten, my first model was of my own home. Well, the model looked appropriate (that is, it looked like the right scale -- If anyone cares, it appeared to me as though the smallest grid size represents a roughly 3" cube)... but... my player is apparently 5 years old, because he couldn't see over a 3 1/2-foot window sill!

I realize that the game engine was never designed for this kind of thing specifically, I'm just wondering if I'm going to have to modify my designs to fit the character height, or if I can modify the character height to fit the designs. I tend to design "real-looking" places, and that will be hard to do if I must make everything fit a kindergartner. :)

Before anyone says "Read the --- Manual", I have read through the documentation several times without finding anything I understood to relate to this issue, so... please help.

Thanks in advance,
Eric Storm

reply to this message

#4333: specscale values

by Pieter on 05/24/2010 16:44

can anyone give an explenation of these 3 values?

setshaderparam "specscale" 2 2 2

As far as I understand increasing them makes the specs harder.
Also, are there other parameters?
I need to know how to influence alpha, blending and specular falloff.

I've played with them but it seems it's highly dependant on the environment.

I'm trying to get rid of some plastickyness, and also make some metals more shiny.

reply to this message

#4334: Re: specscale values

by Quin on 05/24/2010 18:23, refers to #4333

http://sauerbraten.org/docs/editref.html#setshaderparam

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Post a Message

Username

Email

Subject

Body

3 times 2 is?


content by Aardappel & eihrul © 2001-2021
website by SleepwalkR © 2001-2021
42366092 visitors requested 58071206 pages
page created in 0.052 seconds using 9 queries
hosted by Boost Digital