Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846834 views, last view: 12/09/2021 02:19 |
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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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Board Index

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#4636: Re: .obj models look broken |
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by tempest
on 01/03/2013 19:18, refers to #4634
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Make sure the normals are pointing in the right direction (i.e. outwards).
Also, you might want to importing the OBJ into blender and see how it looks there. That could help finding the problem.
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#4637: .. |
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by Papriko
on 01/19/2013 21:21
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Are there any cloudboxes in the default files of Sauerbraten? I only saw SKYboxes and cloudLAYERS so far...
I know, skyboxes can be loaded like cloudboxes too, but even with alpha they don't really have a.... cloudy effect.
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#4638: Re: .. |
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by Quin
on 01/20/2013 05:05, refers to #4637
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skyboxes/clouds
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#4639: Re: .. |
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by Papriko
on 01/20/2013 12:56, refers to #4638
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Instead of giving a sarcastic comment about you not reading my posts, I'll simply repeat that I mean cloudboxes, not layers.
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#4640: Re: .. |
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by Quin
on 01/20/2013 15:54, refers to #4639
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I thought Sauerbraten had already "borrowed" these from us. I don't play/edit in Sauerbraten, and haven't for a long time, mostly because excessive amount of people who react like you do.
http://sourceforge.net/apps/trac/redeclipse/browser/data/penguins
"kenon" is a nebula skybox by skiingpenguins, retuned for RE as a cloudbox (complete with alpha channel in the appropriate place). CC-BY-SA.
http://sourceforge.net/apps/trac/redeclipse/browser/data/skyboxes
"clouds1" and "clouds2" are basic clouds, and "stars" is a complete map of the stars as seen from earth, with an alpha channel so it can be applied to any background. Also CC-BY-SA.
You can also make any skybox a cloudbox simply by modifying (checks source code) the "cloudalpha" variable ("cloudblend" in RE).
Maybe someone should make a (or update an old) map using one of these to give eihrul a reason to include them?
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#4641: Re: .. |
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by Papriko
on 01/20/2013 15:59, refers to #4640
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Soooo, none in the default files? Meh, okay....
Thanks for the links, though.
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#4642: Re: .. |
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by suicizer01
on 01/21/2013 01:57, refers to #4640
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There certainly are maps which use it Quin, yet not in the release.
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#4643: .. |
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by Papriko
on 01/29/2013 17:18
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Is there some kinda analog jumppad? I mean something that accelerates you differently strong, depending how fast you collide with it or which can be adjusted somehow, maybe through an SP trigger.
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#4644: Re: .. |
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by suicizer01
on 01/29/2013 23:41, refers to #4643
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That's just how an ordinary jumppad works. When you jump before actually colliding with the entity, you'll be launched further ad when you wouldn't jump.
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#4645: Re: .. |
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by Papriko
on 01/30/2013 16:17, refers to #4644
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That only works when you have a proper surface to jump below it. When you try that on a rapid slope, you are jumping forward, not up.
When the jumppad hovers you can entirely forget it.
I really meant that you can sorts-of adjust the jump height in a big range. Already tried elevators, but those don't launch you up (actually didn't expect that anyways).
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#4646: Re: .. |
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by suicizer01
on 01/30/2013 18:56, refers to #4645
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Already tried the combination of an elevator and a teledest with velocity on?
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#4647: Re: .. |
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by Papriko
on 01/30/2013 21:32, refers to #4646
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Not yet, good idea though. Have to fine-tune it, though. When I made the elevator too fast, it just passed through me and through the blockade (1 block at gridpower 4) I made.
Just tested it ingame. Sadly did not work out... The teledest had the third attribute set to 1. Speed was kept when I ran through the tele, but the elevator still didn't launch me.
Guess I have to improvise then. Had been nicer if I could adjust the initial launching speed, but it also works without I guess.
Too bad that Collect editions new physics made the construction of player launchers more complicated.
(lol, 7 multiplied by 1 is?)
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#4648: Re: .. |
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by suicizer01
on 01/31/2013 09:43, refers to #4647
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I still don't see what you actually want that can't be perfor.med with a jumppad
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#4649: Re: .. |
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by Papriko
on 01/31/2013 13:57, refers to #4648
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Acceleration which strongly variates and in the best case can be adjusted by the player on the fly.
For example as if you merged a jumppad's Z axis with a guislider, just without the need of edittoggling.
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#4650: Score Limit? |
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by Pyccna
on 02/03/2013 18:22
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Any chance there's a way to change a map's ffa, ctf, etc. score limit/time limit in the cfg? Part III of my SP series is a duel with a skill 300 bot & I want the game to end when either you or the bot is killed. Any chance there's a way this is possible?
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#4651: Re: Score Limit? |
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by Papriko
on 02/03/2013 20:42, refers to #4650
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Skill 300? You must be using a modded client. By default 101 is the very max skill.
Also, I think something like that is not so easy to realize. There are some trigger scripts which do stuff e.g. upon death, but I am not sure if they could be rewritten for bots.
I don't think that this whole thing could work out. The only modes without time limit are SP and DMSP and bots work in neither. Coop edit is another mode without time, but that's barely an option too.
And no, you can not influence the time spent on a map. You had to mod your client.
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#4652: Re: Score Limit? |
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by Pyccna
on 02/03/2013 20:57, refers to #4651
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Curses. :|
I guess the 300 skill reverts to 101 when the bot activates.
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#4653: Re: Score Limit? |
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by Quin
on 02/04/2013 13:05, refers to #4652
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Setting it to 300 would be bad when the time for the aiming interpolation scale is calculated as such: frametime/((101-skill)*10) = 25/-2980 = -0.00838926174496644295302013422819 (which basically means the bots would turn the wrong way).
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#4654: Re: Score Limit? |
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by suicizer01
on 02/04/2013 19:15, refers to #4653
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The calculation seems incorrect?
frametime = 25
skill = 300
aiming interpolation scale = frametime/((101-skill)*10 = 25/((101-300)*10 = 25/(-199*10) = 25/-1990 = -0.01256
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#4655: Re: Score Limit? |
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by Pyccna
on 02/04/2013 19:24, refers to #4654
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Well whatever the case: Addbot 300, the bot never misses, and is constantly spinning around shooting everyone. I checked out addbot 101 and it does the same thing. (Not using modded version!)
Back to the original point, is it possible to script a game reset if the player dies during Sp? Like "if $playerkill = 1 [ sp [mapname] ]"
If possible, how would you write that?
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