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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545591 views, last view: 05/18/2024 22:43

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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#4736: Re: Setting a picture for a map

by CreationEater on 01/18/2015 00:32, refers to #4735

nothing seems to happen when I hit f12 in the map. I do have a print screen button if that's what you mean. I did put it into paint and changed the dimensions to 512x512. Running it windowed didn't seem to changed anything either.

Is something supposed to pop up when I hit f12/print screen?

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#4737: Re: Setting a picture for a map

by suicizer03 on 01/18/2015 03:09, refers to #4736

It should make a screenshot which write it to your personal directed folder (on Windows something like C:/Users/MyGames/Sauerbraten; read the docs and recent history for that).

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#4738: Some quick questions about editing

by Avrino on 04/18/2015 15:43

Hey Everybody,
I just created a new map. I tried to save it with the command "/savemap highrpg", and it doesn't works. Yes, yes, I was in Edit mode and i pressed T before i typed the command. I tried it with the original Sauerbraten.bat version and with the rpg.bat stuff. Please help me :)

Best,

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#4739: Re: Some quick questions about editing

by Papriko on 04/18/2015 16:23, refers to #4738

In what way does it "not work"? Does it simply not list your map? If so, try /showcustommaps
Or did it throw any errors or something? If there were messages other than "saved map file highrpg" please tell us.

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#4740: ..

by Avrino on 04/18/2015 16:30

No, not really. There is no error message. I think it doesn't works because i tried to check the .ogz file in the base folder, but there was nothing like "highrpg.ogz". And the map's name was still "new map" in the scoreboard.

Best,

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#4741: ..

by Avrino on 04/18/2015 17:29

Oh, it works now, thanks for helping :) Now, my second question is: where/how can i publish it? (i mean the maps i created)

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#4742: Some more questions about map editing

by Avrino on 04/18/2015 21:36

So I started to build a map, I saved it. I'd like to build a fantasy world, i started to build a village but I can't find any character models. How can I create character models or new monster types (like in the rpg.bat stuff)? And how can I create new weapons like swords or axes?

Best,

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#4743: Re: Some more questions about map editing

by Papriko on 04/18/2015 22:24, refers to #4742

This is a whole pile of complex questions. "I heard about" or "I believe I read somewhere that" usually is the best info you can get, especially for thr neglected RPG part.
For NPC, you might want to write your own configuration file. Files such as the editing reference http://sauerbraten.org/docs/editref.html#mmodel or the model reference http://sauerbraten.org/docs/models.html might give you the info you need. If not, read some üresent config files and/or ask here.

Generally speaking, you should an own config file if you use custom models, textures or both.

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#4744: ..

by Avrino on 04/19/2015 10:30

Allright... I'll try my best :)

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#4745: Re: ..

by suicizer03 on 04/20/2015 09:01, refers to #4741

You can publish it on 2 websites with different approaches.
Quadropolis (the more constructive feedback providing one looking on appearance next to how it plays. Multiple game support)
http://quadropolis.us

Sauerworld (the more providing feedback based on how it plays. It doesn't support any other game than Sauerbraten)
http://sauerworld.org

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#4746: Cube Warfare

by Avrino on 04/23/2015 16:58

Hey Everybody,

I don’t know if my idea is possible to create it with the Cube 2 Engine, but i think it would be fun if there would be a mod which would bring all the characters of the three „bigger Cube mods” (Cube 2: Sauerbraten, AssaultCube and Red Eclipse – maybe, i don’t really know Red Eclipse). The „factions” would be: The „protagonists” of Cube 2 (Fixit, that Predator-like guy, Ogro, Inky and CC), the soldiers of AssaultCube, the marines of Red Eclipse and the monsters from Cube 1 and 2. All these teams would have different playstyles and goals during the maches. For example, Fixit would use slashing weapons and shotguns, while the predator-like fellow would have spears and blades on his arms and a crossbow, he would be good at hiding and surprise attacks (no, not really camping). Ogro would be a tank/paladin and Inky could fly arond the battlefield and use rifles or something to poison the enemy with. Captain Cannon would use… cannons ofc… and granades… and RLs. I’ve got alot more ideas for this mod… i just can’t really use the engine and map editing stuff (maybe i’ll learn it later :D) but my question is… can i bring this idea to reality with the Cube Engine?

Thanks,

PS: Sorry for my english :)

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#4747: Re: Cube Warfare

by hypernova^ on 04/23/2015 20:31, refers to #4746

Anything can be done with dedication and good C++ skills :)

Revelade Revolution is as far as I know the only Cube game deploying player classes, you might want to check it out.

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#4748: ..

by Avrino on 04/23/2015 22:06

If I need good C++ skill... then... I thought Cube 2 Engine is easy to use XD

I'll try that mod, maybe it'll give me some more idea. But as i said, i've got alot of ideas, i just haven't got the "knowledge" what's needed for creating a mostly multiplayer-based mod How should I start it? How can I add classes, skills and spells to this game?

Thanks,

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#4749: Re: ..

by hypernova^ on 04/24/2015 00:41, refers to #4748

Cube 2 is easy to use in terms of many things, but a total conversion (or something near to that) is difficult to accomplish without getting into the source itself.
I would recommend forking Revelade Revolution and building your project off that.

Also, a must read:

http://cubeengine.com/wiki/How_not_to_start_a_mod

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#4750: ..

by Avrino on 04/24/2015 19:24

Allright, I get the "how to not start" part. Now, someone should tell me how to start a total conversion mod :) Sorry for my incompetence, this is the first time I try to create a mod :) "getting into the source", what do you mean?

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#4751: Re: ..

by Papriko on 04/24/2015 21:14, refers to #4750

He means getting familiar with the way the game's code is structured and how things are constructed and organized in it.

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#4752: Re: ..

by hypernova^ on 04/25/2015 01:45, refers to #4750

Ah I see. Well, core gameplay related files are fpsgame/game.h, fpsgame/fps.cpp, fpsgame/weapon.cpp, etc. Assuming you can compile the game and have a decent enviroment to code in, try some experimentation. Also, I highly recommend (along with experimenting in Sauer's code) doing a little bit of structured C++ learning. This was actually the way I got into programming :) See if you can do some simple things like doubling minigun refire, respawning with grenade launcher, or changing the color of the explosion particles. A good C++ book will greatly supplement your understanding of the code.

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#4753: Classes

by Avrino on 06/16/2015 19:10

Heya all,

I've got a question: how can I "turn" those five default skins to classes? Like... I want to give more damage to Mr Fixit and a bigger armor for Ogro, I'd like to make Inky faster in movement speed, etc. Can I do all these things, somehow?
Thanks for the answers. :)

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#4754: Re: Classes

by suicizer03 on 06/16/2015 19:41, refers to #4753

Short and simple answer;
Modify the source-code.

P.S.
This isn't an editing related question.

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#4755: ..

by Avrino on 06/16/2015 19:43

Thanks for the answer... sorry for my incompetence. :)

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