Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846809 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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#4334: Re: specscale values |
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by Quin
on 05/24/2010 18:23, refers to #4333
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http://sauerbraten.org/docs/editref.html#setshaderparam
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#4335: .. |
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by Pieter
on 05/24/2010 18:52
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Ah thanks! Seems like I read straight over that part :/
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#4336: Re: Adjusting player height |
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by SheeEttin
on 05/24/2010 20:28, refers to #4332
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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 |
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by Quin
on 05/25/2010 02:13, refers to #4336
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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 |
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by emstorm73
on 05/25/2010 10:45, refers to #4337
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#4339: Re: Adjusting player height |
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by LeftClicker
on 05/26/2010 03:39, refers to #4338
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Are you planning on releasing this map? I would be interested to see it.
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#4340: Re: exploding barrels? |
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by Wolfos
on 05/26/2010 17:01, refers to #4331
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yes, I know but can you please give me the full code to use?
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#4341: Re: exploding barrels? |
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by Quin
on 05/26/2010 20:14, refers to #4340
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/sp yourmap
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#4342: vcolor? |
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by emstorm73
on 05/27/2010 02:30
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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? |
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by Quin
on 05/27/2010 07:01, refers to #4342
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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... |
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by emstorm73
on 05/29/2010 07:16
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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... |
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by Razgriz
on 05/29/2010 13:19, refers to #4344
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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... |
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by eihrul
on 05/29/2010 13:27, refers to #4344
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This feature does not exist in the Trooper release at all.
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#4347: Re: Okay... |
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by emstorm73
on 06/01/2010 00:46, refers to #4346
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So... why are they in the documentation?
Is there a version of the documentation that shows what IS available to the Trooper Edition?
No offense, guys, but it is virtually impossible for someone new to this system to use it when the documentation talks about things that aren't there...
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#4348: Re: Okay... |
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by Quin
on 06/01/2010 01:01, refers to #4347
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Use the documentation included with your package. It should be in the 'docs' folder of your Sauerbraten installation directory.
As I said, the web based stuff was only updated recently using a version from SVN because there were some issues that needed to be addressed with them.
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#4349: Re: Okay... |
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by emstorm73
on 06/01/2010 01:17, refers to #4348
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Okay, will do. Thank you.
One last question: Why does the command "/fullbright 1" not seem to work? I checked my offline docs, and it's listed, so it should be part of the Trooper Edition...
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#4350: Re: Okay... |
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by emstorm73
on 06/01/2010 01:18, refers to #4349
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To be more specific: It does not give me an error... it simply doesn't DO anything...
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#4351: Re: Okay... |
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by eihrul
on 06/01/2010 01:40, refers to #4350
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It does something only if you are editing, i.e. hit e key.
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#4352: *sigh* |
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by emstorm73
on 06/01/2010 04:27
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Okay, that wasn't my last question, but this one's on a totally different issue. :)
I'm having difficulty understanding what's happening with my lighting. I have a (very small, by normal Quake map standards) room, with a light in the center of it, just below the (very low) ceiling. It is set as follows:
light 64 255 224 190 0
(I have no idea what that last 0 is for, but Sauerbraten keeps putting it there.)
According to the wireframe sphere around the light entity, this should easily encompass my room... but it's only lighting up a small corner of it. And the light, as I said, is in the center of the room.
Anyone have any ideas why this is happening, or how to fix it?
Thanks in advance,
Eric Storm
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#4354: Re: *sigh* |
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by Razgriz
on 06/01/2010 11:49, refers to #4352
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the light fades away when it reaches the edges of the radious specified.
also, lights with less luminance that others might not be not additive when placed within the radious of a stronger light.
last, lights with less luminance than the ambient light that fills the space their radious defines are not calculated, or if they do, its only a small part that has less luminance power than the light.
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