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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846987 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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#4555: Clear Colors

by Papriko on 05/09/2012 16:51

Is there any "proper" way to generate single colors? The most common method I've seen so far is taking a snow texture, super-vscale and super-vscroll it and use that as base for vcolor.

Isn't there some blank file that can be used instead of that vscale/vscroll crap? vcolor is okay, but I can't imagine that the vscale/vscroll part is meant to be done like that...

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#4556: Re: Clear Colors

by suicizer01 on 05/09/2012 19:09, refers to #4555

check out the "misanthropx" folder and look for a texture called "white.jpg" Good luck...

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#4557: Re: Clear Colors

by Papriko on 05/09/2012 19:30, refers to #4556

Alright, pretty useful. Thanks

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#4558: cube 1 > cube 2

by TristamK on 05/16/2012 18:03

who knows : how run this map http://www.mediafire.com/download.php?z4wblz81rbwwr2c in Red eclipse ? I know how port this map in sauer with "importcube" command but with that map that no working . So , how run it on cube 2 ?

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#4559: Re: cube 1 > cube 2

by suicizer01 on 05/16/2012 19:52, refers to #4558

Use Sauerbraten to import it. Save afterwards and load the map (with it's new format) into Red Eclipse.

Good Luck.

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#4560: Re: cube 1 > cube 2

by suicizer01 on 05/16/2012 20:01, refers to #4558

After trying so, I noticed the format seems to be incompatible with Sauerbraten, but just original Cube as well (both can't read the file and crash apparently due a format-type error).

Where did you actually get it from and what game is being used to run this map?

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#4561: Re: cube 1 > cube 2

by TristamK on 05/16/2012 20:05, refers to #4560

This map from Assault cube . In AC that work without a problems . And i download this map from AC forum . I want try in sauer and after recreate for RE but ....

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#4562: Re: cube 1 > cube 2

by suicizer01 on 05/17/2012 00:43, refers to #4561

It depends on which version this map has been made, but as far as I know; the since something like 1.0 AC is incompatible with Cube Engine 2's import system.
I checked out the map and wondered, is it really worth importing a trickjump map like that?
Just remake it if you ask me...

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#4563: ..

by gtgt on 06/09/2012 12:05

What do I water and I choose the texture ?

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#4564: Re: ..

by Papriko on 06/09/2012 14:44, refers to #4563

Uhm sorry, could you ask this question a bit more clear please? I think the most people here don't understand that well what you are trying to express.

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#4565: cube 1 map zippie - license

by fidgetphil.1 on 06/19/2012 22:22

Hi, help me please.
I need to know the license of the cube 1 map zippie. I cant find anything about it in any of the cube 1 tars.

Please help, its the last thing i need to clearify before release of my retro-pack

shots:

http://www.fidgetphil.hostoi.com/images/skycastle-reloaded2.jpg

http://www.fidgetphil.hostoi.com/images/zippie1.jpg

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#4566: Re: cube 1 map zippie - license

by eihrul on 06/20/2012 01:49, refers to #4565

I doubt anyone even remembers what the license is at this point, and I doubt anyone cares what it is either... Just release it.

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#4567: License

by fidgetphil.2 on 06/21/2012 20:14

Thanks for your quick response. \\\'\\\'I doubt anyone cares what it is...\\\'\\\' sounds like public domain License. I will put zippie under that License and optimize everything in size, set a screenshot page up and release that retro pack as alpha. Maybe in a week or two.
I am working as draftsman on realworld buildings 12 hours per day and I have less to no spare time.

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#4568: ..

by Speculant on 06/30/2012 04:31

Does anyone know if a full Pokemon world has already been created? I was going to create the world from Pokemon Red, but if someone has already done this then I don't really want to.

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#4569: Re: ..

by eihrul on 06/30/2012 04:42, refers to #4568

I can safely say nobody has done this.

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#4570: Re: ..

by Speculant on 06/30/2012 06:45, refers to #4569

Ok, great! In case I don't finish it by the next Sauer release, will maps from the current Justice edition be compatible with the newest version?

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#4571: Re: ..

by suicizer01 on 06/30/2012 14:53, refers to #4570

You bet they are. If you want to, you can even load/import the oldest maps which have been in a release of sauerbraten, into a newer version. The main differences are due the light-octree, outdated script-functions, texturing and model set-up, but next to that there often are not much problems as for the light-octree; running /calclight often fixes the problem.

However, you obviously can't import a newer version sauerbraten into an elder one.

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#4572: Re: ..

by Razgriz on 06/30/2012 15:30, refers to #4571

What happens in SVN, stays in SVN.

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#4573: ..

by Speculant on 07/01/2012 00:07

I finished construction on Pallet town, I still have to do the insides of the buildings. The scale of one "block" in the Pokemon game to one "cube" in Sauerbraten works very well for a realistic size. I'll have to transport the player somewhere for the insides of the buildings, as the rooms in Pokemon are nowhere near the physical size of the outside building. Anyways, here's some screens:

http://i49.tinypic.com/351d8ih.jpg
http://i48.tinypic.com/11rfx3a.png
http://i45.tinypic.com/2885xy1.png

I'll probably upload this to Quadropolis once I have route #1 and the building insides done. I have no plans on adding people or interactions.

I'm no pro at textures, any suggestions? This is my first actual map I've ever made, so I'm pretty much completely new at this.

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#4574: Re: ..

by suicizer01 on 07/01/2012 14:41, refers to #4573

No offence, but it seems like you still needs some more training the basics of editing before starting on such project seriously.
For now, it's not that bad start, but it's missing lighting and some texturing techniques like texture blending and such.
I know you want to make it look like Pokemon Red, but you could also polish it a little bit up to that (as trying to create a 2D world into a 3D game is pretty though).

I'm pretty curious how you let those monsters actually appear to battle with (and to catch them)...

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