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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545421 views, last view: 05/18/2024 15:17

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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#4609: Re: ..

by Zamwa on 09/03/2012 22:47, refers to #4607

When making a cfg file set, mdlshadow 1

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#4610: Re: ..

by Razgriz on 09/04/2012 00:23, refers to #4609

that should be on by default regardless.

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#4611: Re: ..

by Zamwa on 09/04/2012 01:22, refers to #4610

Indeed!

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#4612: Re: ..

by tempest on 09/04/2012 02:07, refers to #4607

As for the sunlight, that's simply because it's directly above by default, so you can't see the shadow if the model is directly on the ground. Try /sunlightpitch 60 and then /calclight

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#4613: Re: ..

by Razgriz on 09/04/2012 09:54, refers to #4612

aim somewhere at the sky an /getsundir

(is he even on the svn to have access to sunlight?)

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#4614: Re: ..

by tempest on 09/04/2012 12:50, refers to #4613

Oops. I'm so used to SVN by now...
It's basically the same thing though - if you place the barrel right below the sunlight entity, you obviously won't see a shadow.

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#4615: Re: ..

by Lollers on 09/04/2012 20:44, refers to #4612

/sunlightpitch 60 = unknow command = sunlightpitch
mdlshadow 1 doesn't work.
I every times do calclight 1.
I didn't resolve the problem and my barrel doesn't cast shadow!

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#4616: Re: ..

by Q009 on 09/04/2012 21:07, refers to #4615

Weird

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#4617: Re: ..

by Zamwa on 09/05/2012 08:01, refers to #4615

tip. If your using more than one or too many scattered light sources, you may not see a shadow!

Maybe it's a light shadow demon in the code if nothing else! :"O

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#4618: Re: ..

by suicizer01 on 09/05/2012 08:50, refers to #4615

What about sending a screenshot (or even several of them) and the configuration-file of the model?

It could be (if you've messed with the cfg) that you'be set the ambient of the model so low that it actually is appearing like it already is in the shadow (not sure but I've never seen a shadowed object causing shadows). This maybe could also happen when specifying the model's fulbright.

Anyway, just send some screens and the cfg.

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#4619: Re: ..

by suicizer01 on 09/05/2012 08:58, refers to #4615

By the way, if you're talking about shadows rendered on the model, that isn't available for models in the official release yet. They often are manipulated by setting the ambient of groups separately (as the leaves of a tree could be displayed with a higher value as the bark.

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#4620: Red Alert

by AlternateLives on 09/21/2012 05:29

I got the nostalgia bug recently, so I decided to make a Capture/CTF map based off of Command and Conquer: Red Alert.

I just started, but I got the exterior of the Allied Construction Yard done, as well as the Allied Barracks.

Here's a screenie of the Con Yard:
https://dl.dropbox.com/u/21362544/screenshot_83893.png

Constructive Criticism is appreciated. Cheers!

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#4621: New "outpost" map

by coldbeer on 10/12/2012 08:13

This is my first map to contribute to Sauerbraten. Lots of trees provide an element of camouflage that seems lacking in some other maps, dim lighting with some cool shadows, a small building to use as a perch, and a cave leading from one end of the map to the other provides an interesting dynamic. Some of the terrain is a bit choppy and I've spent more time than I care to admit on the walls/ceiling in the cave. Any improvements totally welcome! I also have a server running this map only in instagib team mode "coldbeer (United States)".

Enjoy!

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#4622: Re: New "outpost" map

by coldbeer on 10/12/2012 08:14, refers to #4621

Forgot the link - here it is:
http://www.ryanuber.com/wp-content/uploads/2012/10/outpost.ogz

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#4623: Re: New "outpost" map

by coldbeer on 10/12/2012 08:43, refers to #4622

Ack - forgot a few things - Uploaded a ZIP, just stick the files in a directory Sauerbraten can recognize and load away!

http://www.ryanuber.com/wp-content/uploads/2012/10/outpost.zip

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#4624: Re: New "outpost" map

by Razgriz on 10/12/2012 09:20, refers to #4623

It would be better to post your map on quadropolis.us.

You'll have to come on irc and join #sauerbraten on irc.quakenet.org and speak to me however so i can set you up an account :P

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#4625: Re: New "outpost" map

by northstar on 10/12/2012 19:20, refers to #4623

awesome job dude!

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#4626: Too Many Models in my CFG!

by The MUSEman on 10/17/2012 01:58

I'm guessing this question ranks high on the "Stupid Meter":

When starting to design a level I wrote a cfg that added a lot of custom models to the default set. After finishing the level I removed the custom models I didn't use from the cfg file. When I relaunched the level, the custom models were incorrect - seems Cube keeps track of the models by number, not filename.

I see three solutions: (1) go into the map and revise all the custom models (there's a bunch), (b) use my original cfg file, which has lots of models I don't need, or (3) use my original cfg file but substitute a tiny model I'm already using for each model I'm not using, to preserve the loading order of the models, ie:

mmodel foo1 // using this model
mmodel foo2 // not using this one
mmodel foo3 // using this model
...becomes
mmodel foo1 // using this model
mmodel foo1 // fills the next slot
mmodel foo3 // using this one

Is there another, easier solution?

Thanks in advance!

The MUSEman

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#4627: Re: Too Many Models in my CFG!

by Razgriz on 10/17/2012 11:23, refers to #4626

Not really. In my map i wanted to remove unused vegetation models from the config, which meant writing down which models i use (their numbers) and the new number each one would have after the cleanup. After that, it's simply selecting all the models with the old number and changing it to the new one.

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#4628: Map Editing with a mac

by jAZZbASS on 10/17/2012 18:04

I have posted this in the general thread and now realise it should be here.

I am trying to make the scroll function work on my mouse but none of the commands on the scroll tab appear to work. Is there anybody out there who has succeeded in using a scroll mouse in editing mode on a mac ? Is the scroll mouse supported for mac in sauer or not ?

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