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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3531239 views, last view: 05/04/2024 16:17

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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#4589: texture scrolling help

by orithan on 07/26/2012 04:27

I am working on a comprehensive sewer map, but I can't seem to figure out how to use the /vscroll command to make the teture scroll vertically or rotate them to scroll different directions other then forward and backwards, any help on the matter would be great. Thanks, Orithan.

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#4590: Re: texture scrolling help

by orithan on 07/26/2012 04:54, refers to #4589

nevermind i discovered it with a little work. thants for the community support for such a good game.

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#4591: ..

by Papriko on 07/27/2012 20:47

I noticed that some edit functions and -binds seem to use passthrough commands. passthrough, passthroughsel, passthroughcube and some others. What are those for?

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#4592: Re: ..

by Bosurgi725 on 07/27/2012 22:55, refers to #4591

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

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#4593: ..

by Papriko on 07/28/2012 00:34

...Ashaming, especially since usually I look into the docs.

Well, thank you.

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#4594: ..

by Papriko on 08/19/2012 13:06

Is there a command to make those green boxes around entities invisible?

And no, entediting 0 does not serve my purpose. I just need them to be invisible, not unselectable.

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#4595: Re: ..

by suicizer01 on 08/19/2012 14:53, refers to #4594

Why do you actually want them to be invisible?

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#4596: Re: ..

by Papriko on 08/19/2012 15:34, refers to #4595

Making some kind of game which uses mapmodels as figures. Sometimes the turn entirely visible. Well, at least they should. Having those green boxes hovering over the half field looks rather ugly.

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#4597: Re: ..

by suicizer01 on 08/20/2012 00:18, refers to #4596

What would be the benefit of creating entire maps out of models? Isn't that the opposite reason why Cube Engine 2 uses an octree to create raw geometry which you can shape in (almost) any way you want?
And why does it actually have to be performed in edit-mode? You don't have to bother about those boxes outside edit-mode at all.

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#4598: Re: ..

by Papriko on 08/20/2012 11:43, refers to #4597

1. The map is meant to be more like a board game, not a serious "playable" map as in "ffa, insta and co" so it doesn't need to be made with an as strict low-model-politics as other maps.

2. It is script controlled and models are waaaaay easier to handle via script than cubes, at least when you use an unmodified engine like me.

3. As mentioned before do I use an unmodified engine. Using that you must be in edit mode to alter entity properties, otherwise you get "operation not allowed" errors.

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#4599: ..

by Loller on 09/02/2012 13:27

Ehy guys i have a problem, i\'m using cube 2 with all default models but for example the model \"dcp/barrel\" doesn\'t have shadow, not the texture shadow but the external shadow generated by light but the model \"tree1\" has it, how can i add the \"external\" shadow to all map models?
Second question, How can i enhance the texture quality on sauerbraten, i insert a 2048x2048 texture in sauerbraten but looks a texture 256x256, what string must i change?
Sorry for my bad english and thanks!

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#4600: Re: ..

by suicizer01 on 09/02/2012 15:38, refers to #4599

Try scaling the texture by using 'texscale' in the map's config-file or via 'vscale' ingame.

Models shouldn't be changed.

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#4601: ..

by Loller7 on 09/02/2012 15:52

But it\'s horrible a 3d model without shadow! It\'s graphically horrible..

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#4602: Re: ..

by Zamwa on 09/02/2012 21:11, refers to #4601

The new Tesseract project has nice shadowed models!

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#4603: Re: ..

by Bosurgi725 on 09/02/2012 22:47, refers to #4601

Beggars can't be choosers. Easy way to deal with it if you think it is so horrible. Either fix it yourself, or don't use it. Simple right?

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#4604: Remaking a classic! :D

by eTHiiXx (Toasty) on 09/03/2012 11:57

Hey everyone!

So im currently working on the map from Quake 3 Arena : Q3DM6 , or better known as "Campgrounds" . This was (And still is) the most popular map to play in almost every game type so I thought it would be a awesome idea to add it into Sauerbraten, as it has the same kind of feel to it. Anyway im trying to make it look a lot like the similar but I will upload a video of it when im done! :D

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#4605: Re: ..

by Loller79 on 09/03/2012 15:31, refers to #4603

I don\\\'t find an editor for md2 and md3 files and i can\\\'t insert the function of \\\"cast shadow\\\", anyone can support me?
I want add the function \\\"cast shadows\\\" to all 3d models of cube 2.

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#4606: Re: ..

by Q009 on 09/03/2012 16:12, refers to #4605

All models cast shadows...

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#4607: ..

by Loller790 on 09/03/2012 20:47

Why my models don't cast shadows?? What i do of wrong?? I insert a sunlight but for example the model of barrel don't cast shadows!

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#4608: Re: ..

by Q009 on 09/03/2012 21:44, refers to #4607

You propably do /calclight -1, that's why

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