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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545619 views, last view: 05/18/2024 23:34

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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#4372: Elevators

by SuperPie on 07/25/2010 02:32

My friend and I are trying to make a map, with an elevator included.
However, we're really stuck on the elevator, and can't make it work. Could someone please tell me roughly how to make one?

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#4373: Re: Elevators

by Quin on 07/25/2010 02:36, refers to #4372

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

NOTE: These only work in singleplayer.

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#4374: Re: Elevators

by Darkwiz666 on 07/26/2010 21:23, refers to #4373

Which is a damn shame, really...-_-
Didn't they figure out how to get those working in SauerEnhanced?

Anyway, can someone point me to some tutorials that explain blend maps and evnmap things? I want to learn how to do those so I can add more detail to my map.

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#4375: Re: Elevators

by Q009 on 07/26/2010 21:25, refers to #4374

Do not use SauerEnhanced...
I'm not done merging it with Justice Edition. (I wonder if I ever will)

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#4376: Message censored by administrator

by Darkwiz666 on 07/26/2010 21:36

#4377: Re: Elevators

by SheeEttin on 07/26/2010 22:00, refers to #4374

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

Just set it up in your map CFG, set a texture, enable blend painting (numpad 1-5, though you'll probably only need modes 2 and 5), and paint with LMB.
(Press numpad 0 to disable blend painting.)

For envmaps: http://sauerbraten.org/docs/editref.html#_envmap_

Drop an envmap entity for each group of windows (that is, the glass material).
Envmaps are also used for envmapped models, but this use is hardly ever seen in practice.

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#4378: loading textures

by footknight on 08/18/2010 23:03

how do i load my own textures (i made them in Paint) so i can use them in the sauerbraten??? help plz??

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#4379: Re: loading textures

by Bosurgi725 on 08/19/2010 05:50, refers to #4378

I would make them in a different program for starters. Paint is not spoken of kindly around here, and for good reason. Read the docs too, it helps.

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#4380: Re: loading textures

by MeatROme on 08/19/2010 23:16, refers to #4379

yes - like this:
http://sauerbraten.org/docs/editref.html#texture

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#4381: stair

by lucas600l on 08/20/2010 17:32

Hi all well? I\'m good at creating maps sauerbraten just do not know how to create stairs stairs that make the character has to be jumping I want to do that ladder agent so that walking and going up, can someone help me?

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#4382: Re: stair

by Darkwiz666 on 08/20/2010 20:27, refers to #4381

Use a smaller cube grid so that the steps are small enough for the player to walk up. There are example maps already included with the game and they show hoe steps are to be made.

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#4383: Roofs on a room

by kash11100 on 08/30/2010 03:14

Hi everyone, I'm new to Cube, but I'm enjoying it immensely, however, there is one problem I'm having. I'm attempting to make an outdoor area with a building, and everything is perfect except for I'd like for the building to have a roof, and if I just "pull down" some blocks from the ceiling it looks really weird, so I was hoping someone might know how I could do this. Thanks!

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#4384: Re: Roofs on a room

by baby~rabbit on 08/30/2010 07:05, refers to #4383

I assume the building is hollow so you can't just pull cubes up out of the 'ground'. One solution is to make a roof shaped model to stick on top.

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#4385: Re: Roofs on a room

by Quin on 08/30/2010 08:41, refers to #4383

Or use Sauerbraten instead, its editor isn't limited to to a heightmap.

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#4386: Re: Roofs on a room

by Q009 on 08/30/2010 11:08, refers to #4385

Huh... Though Sauer's editor is heightmap based too - except 6 directional one

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#4387: setshader metalworld

by suicizer01 on 09/27/2010 19:28

I've got a question about the shader "metalworld"...
After I've been experimenting with the sphere-mapping option, I was wondering how you could actually make it work (I do know how and why it exists, just wondering how to make it work properly).
I already tried out by putting a skybox in a line, than making a sphere-mapped texture of it by using gimp. After that, I've putted in a map-cfg (1 of my own):
setshader metalworld
setshaderparam "specscale" 1 1 1
//e8metal
texture 0 "yves_allaire/e8/evil8_base/e8metal01.jpg" 0 0 0 0
texture u "socksky/frozen_sphr.png" 0 0 0 0

It does projects the sphere-map, but darker as my texture is and it\'s not like an inviromental-mapped texture.
Any idea what i mean and how to set right?

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#4388: ..

by Razgriz on 09/28/2010 16:23

wtf is metalworld!?

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#4389: what is metalworld...

by suicizer01 on 09/28/2010 18:16, refers to #4388

"metalworld" the "Sauerbraten definition" for a shpere-mapped shader wich should make it possible to render the world around it on a very fast and cheap way (because its just a texture, instead of inviromental mapping).

The texture often looks like a fisheye, because of the 360degrees world wich should be inside the texture
(so its actually just the opposite of the skybox from sauerbraten wich is 6 dimensions seperate, instead of at least 4 dimensions in just 1 texture).

This makes it possible to add a pretty fancy reflection (if used properly), without eating fps and without the nasty and unrealistic "following" inviroment wich env-mapping inside sauerbraten has.

Even tough, i still dont know how it exactly works in Sauerbraten :S (that's partly what im asking)...

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#4390: metalworld isnt existing 0.0?

by suicizer01 on 09/28/2010 20:58

my excuse for the question about the shader \"metalworld\", but it somehow just doesnt exist inside sauerbraten (doesnt matter wich version your taking).
I would suggest the Cube Wiki should get changed, since this leads to such confusions...

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#4391: In cube 2, is it possible to create vehicles?

by MikomDude on 09/30/2010 12:27

Say that I were to make a mod for the Cube 2 engine, would it be possible to change the game so it supports vehicles?
That is really the only thing I miss in the current version of Sauerbraten. It's a game that has nearly everything but not vehicles, it's interesting how the developers still keep to the Quake-like style while they could make the absolute best game there is by abandoning that theme.
That is just me speaking as a simple map editor, I'm not really that much of a gamer.

Well, I hope that maybe some day, cube 2 (or 3) will have vehicles.

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