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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846910 views, last view: 12/09/2021 04:07

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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#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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#4629: Re: Too Many Models in my CFG!

by suicizer01 on 10/17/2012 19:03, refers to #4627

Ever haard of 'mapmodelreset'?

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#4630: Re: Too Many Models in my CFG!

by The MUSEman on 10/21/2012 01:08, refers to #4627

Thanks for the reply Razgriz, I was afraid that was the case :-( In the level I'm finishing now I have 98 custom models used in over 200 locations, so it would be a PITA to remap the model numbers. However, option (3) of my OP works like a charm!

(BTW suicizer01, 'mapmodelreset' wasn't in editref.html - didn't matter, it didn't work anyway, and neither did a brute force loop cmd. But, I HAVE heard of spellcheck ;-)

Regards, The MUSEman

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#4631: Re: Too Many Models in my CFG!

by Razgriz on 10/21/2012 01:33, refers to #4630

mapmodelreset is supposed to clear the model list so you can define your own in whatever order you want them. Nothing more. Same for texturereset.

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#4632: .obj models look broken

by starframe on 12/29/2012 17:44

I've started creating some models with Google Sketchup and exported them as .obj files. This works fine with easy models like balls or cubes, but complex things or models from the Gallery look broken. Some parts are missing and there are holes in the skin.

Is there a limit of triangles in the cube engine? Or should I use a different tool?

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#4633: Re: .obj models look broken

by suicizer01 on 12/30/2012 21:39, refers to #4632

Cube engine 2 isn't having any limits on vertices for .obj files as far as I know. But it's recommended to keep the amount as low as possible.

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#4634: Re: .obj models look broken

by Phazonmadness on 12/31/2012 17:07, refers to #4632

I have imported complex models from blender and had no issue. maybe Sketchup exports wrong? or they way model was made?

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#4635: Re: .obj models look broken

by eihrul on 12/31/2012 17:51, refers to #4634

OBJ supports some crazy face tesselation modes that the Sauer loader can't handle. You have to make sure whatever exporter you are using is only using simple faces like triangles or it is just gonna mess up. That's my best guess.

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