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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846879 views, last view: 12/09/2021 03:11

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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#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.

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#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).

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#4329: Re: exploding barrels?

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

Fixed, thanks.

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#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.

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#4331: Re: exploding barrels?

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

.. they only work in singleplayer ..

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#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

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#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.

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#4334: Re: specscale values

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

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

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#4335: ..

by Pieter on 05/24/2010 18:52

Ah thanks! Seems like I read straight over that part :/

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#4336: Re: Adjusting player height

by SheeEttin on 05/24/2010 20:28, refers to #4332

http://sauerbraten.org/docs/models.html#mdlscale

That doesn't exactly answer your question, though.
The playermodel's (or at least its bounding box) height-to-width ratio is about 3:2, and as eihrul has stated, the playermodel is about six feet high, so about four wide.

There you have the dimensions of the playermodel, so now you know how tall your model is, and can scale your model accordingly.

(Of course, I still think eihrul is lying. The Ogro was always squat, and looked more like four feet tall.)

To answer your question literally: http://sauerbraten.org/docs/models.html#mdlbb
Though that's only usable when loading a model; so you'd probably have to add a playermodel just your your map... How to do this is left as an exercise to the reader.

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#4337: Re: Adjusting player height

by Quin on 05/25/2010 02:13, refers to #4336

Size is all relative, your only real reference is the surroundings. You scale your levels according to what looks right, not the other way around.

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#4338: Message censored by administrator

by emstorm73 on 05/25/2010 10:45, refers to #4337

#4339: Re: Adjusting player height

by LeftClicker on 05/26/2010 03:39, refers to #4338

Are you planning on releasing this map? I would be interested to see it.

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#4340: Re: exploding barrels?

by Wolfos on 05/26/2010 17:01, refers to #4331

yes, I know but can you please give me the full code to use?

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#4341: Re: exploding barrels?

by Quin on 05/26/2010 20:14, refers to #4340

/sp yourmap

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#4342: vcolor?

by emstorm73 on 05/27/2010 02:30

The documentation says to use the command "/vcolor R G B" to modify the texture color of the selected cubes.

When I type it into the console, all I get is "Unknown command vcolor". Any idea why?

Eric Storm

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#4343: Re: vcolor?

by Quin on 05/27/2010 07:01, refers to #4342

I updated the docs recently using a copy from SVN to address some issues raised recently. The /v<cmd>'s are only available in SVN, not in Trooper Edition.

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#4344: Okay...

by emstorm73 on 05/29/2010 07:16

Okay, so I can't use vcolor without using an SVN version. What about texcolor?

I have tried this both in the console, and in the map's .cfg file, with no result whatsoever. Here is what I put in my map.cfg (with the appropriate name instead of "map", obviously...)

texture 0 "emstorm/wall_texture_1.png"
texcolor .25 .5 1.0

This did not work. What, pray tell, am I doing wrong? The documentation is completely unhelpful.

Eric Storm

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#4345: Re: Okay...

by Razgriz on 05/29/2010 13:19, refers to #4344

maybe its a shader parameter, so try
setshaderparam "texcolor" .25 .5 1

i don't know anything else about it :/

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#4346: Re: Okay...

by eihrul on 05/29/2010 13:27, refers to #4344

This feature does not exist in the Trooper release at all.

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