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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846804 views, last view: 12/09/2021 01:38

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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#4512: Re: Edit screw up

by Razgriz on 07/14/2011 21:28, refers to #4511

Overwritten maps get renamed to <mapname>_<millis>.BAK

So simply navigate to where your maps are stored, find the file you want by searching using modification date and rename it.

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#4513: Where is the playerstart?

by (Anyson.SA).Yes. on 08/03/2011 02:31

So here's the deal: I'm trying to delete the playerstart that is on the map when it is first created, but I can't find it when i respawn there. Please help.

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#4514: Re: Where is the playerstart?

by suicizer01 on 08/03/2011 04:22, refers to #4513

Ever tried other modes than coop or ffa? Maybe you have set a number to the 2nd parameter of a playerstart, which stands for if it will be used for ctf-modes only.
In that case, just run the map in ctf.

Another way is just to type "/entfind playerstart", which will make the playerstart-entity show up.

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#4515: Re: Where is the playerstart?

by tempest on 08/03/2011 12:08, refers to #4513

I think you're talking about the default spawn location in the center of the map. That's not a playerstart. As soon as you add one, you'll spawn there (unless, as suicizer said, it's a CTF-only spawn)

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#4516: just wondering

by michael_duder on 08/22/2011 00:08

hey um i have be messing around with the rpg thing and i have noticed that there are npcs already in it but are you able to make more cause if you could that would be really cool

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#4517: Message censored by administrator

by Razgriz on 08/22/2011 00:15, refers to #4516

#4518: blending troubles

by orithan on 08/23/2011 17:00

I have recently started a new map, but this time i decided to try and blend textures together. However, i am stuck on how to select the textures for blending and being of my intelect, i cannot understand what they are trying to say on the editing site. so if I could get someone to dumb it down for me and give step by step instructions, that would be great.

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#4519: Re: blending troubles

by suicizer01 on 08/25/2011 01:02, refers to #4518

Just do this:
1. Put the texture which you want to blend over the other texture on the geometry.

2. Press "F9" and look at the echo which appears (it should say "1: textures/default.png".
The "1" means it's on the 2nd slot of the configuration-file for textures, because that begins counting from 0 (but 0 is always the skytexture, so you won't have to deal with that number and can't be blended anyways).
The rest is just the name of the texture and in which folder it appears.

3. Put the texture which should be the "lower" texture of the 2 textures on the geometry.

4. Press "/vlayer number_of_texture_slot" (so like "/vlayer 1")

5. Be sure you've selected the area you want to textureblend.

6. Start up a blending mode like "dig" (which you get if you would press the shortkey "2")

7. Now keep your left mouse button clicked whenever you're on the selected cube.

You should have blended several textures into each other.

There are other ways like using "inverted dig", "fill" and "inverted fill", but that's just up to you, I only provide you the basic.

Good luck!

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#4520: Re: blending troubles

by orithan on 08/25/2011 20:55, refers to #4519

thank you so much! helped alot.

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#4521: sunlight

by AlternateLives on 08/27/2011 01:27

I've noticed that in a lot of maps, the sunlight tends to match the color of the skybox. How would I be able to get this effect?

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#4522: Re: Pathetic

by Papriko on 08/30/2011 18:45, refers to #4522

It is your own fault when you modify maps and then overwrite the originals.

Playing with modified maps is usually classified as some sort of hacking. Well, actually more cheating since you don't need a modified client.

Basically you just admitted the accusations.

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#4523: Re: Pathetic

by Razgriz on 08/30/2011 19:26, refers to #4522

You're really not making things any better by spamming your problem everywhere.

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#4524: Waypoint Problems...

by AK0 on 09/20/2011 23:17

One of my levels has been working fine for 2 months. Yesterday, however, when I tried playing it with CPUs, instead of the usual 3450 waypoints, it only had 649. Not only that, but those waypoints were random, some mid-air, some under the ground, some even way outside the map. I tried all my other levels, and the same thing happened. So I put in new waypoints, saved, quit, and when I went back today, once again, 649 totally random waypoints.

How is this happening? How can I keep it from happening again?

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#4525: Re: Waypoint Problems...

by Razgriz on 09/21/2011 11:19, refers to #4524

I have never seen a similar case before, so i assume something is overwritting the waypoints, or the file is not properly saved. Either way, you'll have some fiddling around to do.

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#4526: save-files on SVN version

by suicizer01 on 10/10/2011 08:51

Could anyone tell me where the .ogz files are getting saved in the SVN version?
Since I've searched all over my pc to find any of them, but they seems to be like lost.
Please do not answer "in the My Games folder", since I dont't have such folder.
Is there any command to put the save-direction back to how it previously was?

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#4527: Re: save-files on SVN version

by Razgriz on 10/10/2011 11:37, refers to #4526

Supposing you're on windows, C:\Users\NAME\Documents\My Games\Sauerbraten\packages\base.

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#4530: Re: save-files on SVN version

by unnaemd on 11/06/2011 14:46, refers to #4526

Read "sauerbaten.bat" file to find it out. In leenooks, be es dee and other *nix they're located in ~/.sauerbraten/packages/base/, or ~/.config/sauerbraten/packages/base/.
By the way, developers, why won't you make the same path for windows users in further versions? It looks like a very good idea to me.

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#4531: Re: save-files on SVN version

by Razgriz on 11/06/2011 14:53, refers to #4530

What, to save files inside the installation directory? Not possible if the game was installed in Program Files. Programs are not allowed to write there, so instead they do so in the hidden AppData folder. Saving new files in said (#4527) folder makes your life easier.

Plus, you get to move things over to a different installation much more easily than usual.

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#4532: Re: save-files on SVN version

by unnaemd on 11/06/2011 15:15, refers to #4531

> installation directory
Nope.
> ~/.sauerbraten/packages/base/
~ represents $HOME — user's home directory, where user's files are located.

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#4533: Asking for answers another time

by suicizer01 on 11/07/2011 15:25

As I wasn't questioning at the right section of the forum, I'll ask here again.

After I've been testing the height-map options, I tried (as I already tried before but failed), working with the command "setuniformparam".
Somehow, it never gets used in any configuration for textures itself like in "package.cfg", neither in config-files of maps.
After reading the docs, I didn't become any more wise as I previously was (it's not really clear language to me).
Anyone has any idea what the real purpose of this command is?
I would be thankful if you would tell so.

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