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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545556 views, last view: 05/18/2024 21:45

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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#4452: Re: Map won\\\'t save

by Balrog on 04/08/2011 23:50, refers to #3457

Try turning your screensaver off before running sauerbraten. While in the game, your OS doesn\\\'t recognize mouse moves and thinks you are away -- allowing the screensaver to kick in and freeze your game.

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#4453: Can't edit maps.

by triforce786 on 04/18/2011 04:49

Simply can not edit any part of any map.

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#4454: Re: Can't edit maps.

by AlternateLives on 04/18/2011 05:06, refers to #4453

You're going to have to give us more info. Is it not allowing you to go into edit mode? Are you not able to select cubes?

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#4455: Re: Can't edit maps.

by suicizer01 on 04/18/2011 09:02, refers to #4453

The requirement to edit:
- Be in singleplayer OR on "coop-edit" in multiplayer.

What to press to be in editmode?
- Press "e" or "/edittoggle", except when your in a "mission" (like "sp" or "dmsp"), press "ctrl+e" instead.

DO NOT EDIT ANY OFFICIAL MAP!
Official maps aren't carrying the purpose to edit so you can make your own version of them. They have the purpose for playing other modes than coop-edit....

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#4456: Different scales for maps in textures

by raster on 04/18/2011 13:41

Hope this isn't the wrong place for map editing feature suggestions, but it would be really nice if it was possible to specify different scales for (eg) the normal and height map vs the diffuse map while creating a material in the map cfg file.

This would allow for things like cliff faces that use a low scale (1.0?) diffuse for close up clarity along with a large (4.0?) scale for the normal map, so that it looks good from a distance.

This would also allow for greater re-use of normal and height maps, and perhaps lead to a second new feature: combining multiple normal maps per texture.

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#4457: Re: Different scales for maps in textures

by Razgriz on 04/18/2011 14:54, refers to #4456

setshader bumpmapparallaxworld
texture 0 razgriz/rock_red.png 0 0 0 2
texture n razgriz/rock_red_n.png 0 0 0 .5
texture z razgriz/rock_red_h.png 0 0 0 .4

the last digit specifies the scale of textures.

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#4458: ..

by raster on 04/18/2011 17:32

Yes, except it doesn't seem to work for anything but texture 0. In the above example, all of your textures would be set to scale 2. (at least they are for me).

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#4459: Re: ..

by Razgriz on 04/18/2011 19:01, refers to #4458

I didn't really test the case. It might work on the SVN though, but i'm not planning on finding out for now.

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#4460: Re: ..

by suicizer01 on 04/19/2011 00:58, refers to #4458

Tried out and noticed the same problem as raster, any other texture won't get scaled.
I'm not sure about envmap yet, but probably won't get scaled either...

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#4461: Re: Different scales for maps in textures

by MeatROme on 04/19/2011 08:33, refers to #4456

The usual approach - though I totally get the hassle of it & background of your request - is to simply put in a "set" of textures, with different scaling.
If you need to use different values - as in Razgriz's suggestion in #4457 - for the slots, then I'm afraid you can apparently only do this ATM by providing pre-scaled (read: you did them in a graphics-editor yourself) for them.

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#4462: Re: Different scales for maps in textures

by suicizer01 on 04/19/2011 09:35, refers to #4461

I haven't tested it, but what about trying to blend 2 of the same textures together, but both with a different scale.

Maybe that should do the trick?

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#4463: ..

by raster on 04/19/2011 12:31

Thanks for the suggestions, but the only real solution to this would be support for individual scaling per texture in the engine/shaders.

Pre-scaling in photoshop won't achieve this, and texture blending only works (correctly) on floors, not walls. It will also mean different diffuse scales on each texture.

To clear things up with some examples, I would like the ability to do the following:

* Tile a high frequency 256x256 or 128x128 "detail" normal map over a 512x512 or 1024x1024 diffuse texture, for example on sand or rock.

* Tile a low frequency, scaled-up normal map over cliff faces or ground textures. Assuming the diffuse has no shading or lighting baked into it, this looks great and adds large forms to otherwise repetitive textures.

Both of these are very common practices in game development. The holy grail would be to combine both approaches in the same material, but for now I'd just like the scaling to work as advertised!

ps: this forum software has serious issues with cookies and usernames. Posting here is torture. One of the strangest forum apps I've seen in 20 years.

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#4464: Special Mapmodels not working

by floripipo on 04/22/2011 02:44

Hi guys
I got the latest release of sauerbraten, but it's still the same: Special entities like elevators, platforms, barrels, boxes and doors still not work. With doors, there is nothing dynamic (map door_demo does even not work) and elevators and platforms aren't even shown. Is there any setting to activate them or what did I wrong?

Thx for help! Flo

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#4465: Re: Special Mapmodels not working

by Bosurgi725 on 04/22/2011 05:02, refers to #4464

You need to be in SP mode.

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#4466: texffenv?

by suicizer01 on 05/01/2011 19:45

Because I'm setting up another map-config for a map, I would like to ask:

- What is texffenv?

- What does texffenv do?

I've searched in the docs, no results (too bad) and even google can't give me the answer I was hoping for.

I've found the command several times in the "package.cfg" of painkillah's textures, but also in the map-config of "injustice".

Please answer?

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#4467: Re: texffenv?

by eihrul on 05/01/2011 22:51, refers to #4466

Enables environment mapping in fixed-function mode. Only really useful if you already know what it does and its limitations, which, if you have to ask, you probably don't know...

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#4468: Re: sauerbraten .ogz to other formats converter

by SpiritOfOnyx on 05/15/2011 21:08, refers to #4121

Where does it put it?

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#4469: Re: sauerbraten .ogz to other formats converter

by Razgriz on 05/15/2011 22:35, refers to #4468

search?

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#4470: Re: sauerbraten .ogz to other formats converter

by MeatROme on 05/16/2011 19:21, refers to #4468

Check your _local_ docs: docs/editref.html#writeobj .. it's not on the online one for some reason.
Anyway: the usage is easy - "/writeobj foo" will create foo.obj and foo.mtl (whatever that is, meshes probably) to your sauerbraten-home .. check here if you don't know about it yet:

http://cube.wikispaces.com/FAQ#sauerbraten_home

HTH

BTW: @Razgriz: why not post nothing, if you have nothing to say? Not that it's not true enough - people should learn to help themselves more ;-P

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#4471: Re: sauerbraten .ogz to other formats converter

by Razgriz on 05/16/2011 20:26, refers to #4470

even the simplest of words can have the deepest of meanings. =]

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