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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846994 views, last view: 12/09/2021 05:15

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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#4347: Re: Okay...

by emstorm73 on 06/01/2010 00:46, refers to #4346

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...

by Quin on 06/01/2010 01:01, refers to #4347

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...

by emstorm73 on 06/01/2010 01:17, refers to #4348

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...

by emstorm73 on 06/01/2010 01:18, refers to #4349

To be more specific: It does not give me an error... it simply doesn't DO anything...

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#4351: Re: Okay...

by eihrul on 06/01/2010 01:40, refers to #4350

It does something only if you are editing, i.e. hit e key.

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#4352: *sigh*

by emstorm73 on 06/01/2010 04:27

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*

by Razgriz on 06/01/2010 11:49, refers to #4352

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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#4355: Re: *sigh*

by emstorm73 on 06/02/2010 02:19, refers to #4354

Thanks for the reply... what "unit" or whatever, is the radius specified in? Or is it just some arbitrary number that you have to play with to figure out how big to make it? The wireframe sphere doesn't seem to help all that much in determining what's going to be lit and what isn't...

Also, I've noticed that, even though I'm not using a spotlight, the light (at least as it is reflected off the ceiling of my room) tends to go in one direction.

By which I mean that it is located in the center of the room, but only one half the ceiling is reflecting bright light, while the other half is quite dark.

Any ideas?
Eric Storm

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#4356: Re: *sigh*

by Razgriz on 06/02/2010 10:21, refers to #4355

the first attribute of light is the radius. the wireframe sphere shows you the radious. it changes color per attributes 2, 3 and 4 which are R, G, and B.

the use of spotlight is a little more complicated. a spotlight will always snap to the nearest light. once you define its own radious, the distance it lits is defined by the radius of the light it is snapped on.

though i cannot really explain what happens to you. if you can't figure out the problem yourself you'll have to meet someone experienced with lighting ingame, even me. what's your ingame nick?

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#4357: ..

by shadowniy on 06/03/2010 05:59

is there a way to make a sever and make it privet?

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#4358: Re: ..

by Bosurgi725 on 06/04/2010 03:40, refers to #4357

What exactly do you want to sever? The privet? Leave the poor shrub alone.

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#4359: private server

by MeatROme on 06/05/2010 15:00, refers to #4357

just use "-mlocalhost" to make it try registering with a (non existant) masterserver on your own machine ... you'll get "couldn't connect" as an error - but that's what you want!

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#4360: Re: Adjusting player height

by spentron on 06/13/2010 17:17, refers to #4332

You probably mapped to the apparent size of the textures. The red brick texture is closer to the size of a cinderblock in the normal game scale than to red house bricks.

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#4361: How about a personal assets bank of sorts?

by Darkwiz666 on 06/13/2010 17:57

Had an idea about something that could speed up mapping a tiny bit...

Wondered if they could create something that we can store pre-created objects (like a car or something)in it's own file that we can call into a new map as an object that can moved and placed at our will (instead of having to use 3DModels, that some people frown upon). It would become a normal set of cubespace once it was commited and would not be able to moved when the map was distributed.

Sortof like having your own brushes in photoshop (but not like that...).

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#4362: Re: How about a personal assets bank of sorts?

by Bosurgi725 on 06/13/2010 20:23, refers to #4361

You can copy and paste from one map to another. So you can have an "object" map where you make things you will need for later maps and go back and forth between them.

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#4363: lava flashing

by durk on 06/14/2010 04:53

Is it possible to disable the lava flashing within an individual map?

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#4364: Re: How about a personal assets bank of sorts?

by SheeEttin on 06/14/2010 05:18, refers to #4361

You were describing models right up until "instead of 3D models".

In other engines, what you're describing is, in fact, called a "brush".

Bosurgi725 is correct, however. You may create an "object library" map to copy geometry objects to/from a WIP map. (Textures will not carry over, only the geometry's texture indices.)

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#4366: A Map Suggestion -

by septimus on 06/24/2010 20:14

Let me describe it a bit: Forest with ancient relics around... if i could do sucjh a thing i would.. This is just an idea. :)

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#4367: Re: multidirectional rotating (?)

by Nixot on 06/28/2010 09:41, refers to #4284

You could edit the source code and allow for models to be rolled and pitched - but you'd have to make a new type of ogz, which wouldn't be fun.

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#4368: Re: multidirectional rotating (?)

by MeatROme on 06/28/2010 17:25, refers to #4367

Uhm, why not just have some subdirectories with different configs in them?
There's a small snag here though - at least up to "trooper"-release (possibly the new one will have changed this).
You can NOT backreference the path to the model. So the actual model-file needs to be placed in the final subdir of the "skinning" structure.
I used this on "Four Bases" for my different versions of the floppy-"key"-item model.
Example - for 4 different orientations using the same model:
packages/models/relics/01/v1/v2/v3/v4/model/relic.md3
Then you would have orientation #1:
packages/models/relics/01/v1/RelicSkin1.jpg
packages/models/relics/01/v1/RelicMask1.jpg
packages/models/relics/01/v1/md3.cfg
<SNIP>
md3load v2/v3/v4/model/relic.md3
md3skin MeshName relicSkin1.jpg relicMask1.jpg
// pitch: scale offset [min max]
md3pitch 1.0 90.0 0.0 0.0
</SNIP>
have the skins and md3.cfg reside in each subdir and load them like this in your map-CFG:
<SNIP>
mmodel relics/01/v1
mmodel relics/01/v1/v2
mmodel relics/01/v1/v2/v3
mmodel relics/01/v1/v2/v3/v4
</SNIP>
HTH

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