Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847060 views, last view: 12/09/2021 06:36 |
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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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#881: Re: realism sucks... |
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by Drakker_
on 03/21/2004 15:50, refers to #880
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Hmmm, then why don't you hate Cube too? It's VERY similar to Serious Sam... tons of dumb monsters trying to get you.
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#882: Re: realism sucks... |
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by Thalion
on 03/21/2004 16:06, refers to #881
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Easy. Cube is FUN. Serious Sam is not.
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#883: Re: realism sucks... |
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by spentron-postcrash2
on 03/21/2004 17:43, refers to #881
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"Cube too? It's VERY similar to Serious Sam... tons of dumb monsters trying to get you. "
The monsters in Cube are actually smarter, for the most part, than Sam's (!!). At least if they run into each other, they bounce away unpredictably. And then there's the Sam monsters that intentionally act stupid -- suicide bombers? How ridiculous if they acted intelligently otherwise. Anyway, fun, beautiful game, but it lacks dynamic range because it lacks in more subtle situations (some have suggested I map for Sam in view of my maps, clearly they aren't playing close attention).
Anyway, realism is very important as a tool, presuming you keep that perspective. All FPS games are based on a familiar metaphor, the human person in a real environment. Compared to the level of abstraction potentially possible in video games, or the difference between FPS and RL, the differences in realism are pretty minimal.
Another shooting game: Asteroids. NOT realistic. And yet one of the best classic arcade games ever created due to its unforgiving adaption of Newtonian physics.
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#884: Re: Bug |
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by pushplay
on 03/21/2004 18:30, refers to #879
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Cube not knowing where to draw water when heightfields is involved is a known bug.
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#885: Map Editing |
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by MitaMan
on 03/22/2004 00:16
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Hello, this is MitaMan. I have two questions for all the mappers.
#1 Would there be any interest in a "Texture Pack" for download, some new doors, windows, lights, metals, etc...? About 50+ new textures to use in CUBE as you please. I mention this because I want some variety for my next map and I'll be making alot of new textures from scratch and modifying some "golgotha" textures I downloaded from it's website.
#2 Can new textures be added to the config file at the end of the list? Can CUBE handle more than the (250) texture slots it uses. Is the only way to use new textures is to "replace" the unwanted ones from the config file?
Happy Mapping
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#886: Re: Map Editing |
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by Drakker_
on 03/22/2004 03:26, refers to #885
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Copy default_map_settings.cfg and cube/packages/whereveryourmapis/yourmap.cfg
Then just comment textures you dont want, or even remove them, then add yours. Simple as that. :)
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#887: Re: Bug |
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by Aardappel
on 03/22/2004 05:30, refers to #879
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yup... will be fixed in the next release
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#888: Re: Map Editing |
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by spentron-postcrash2
on 03/22/2004 06:29, refers to #885
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#1 well of course some would at least check it out.
#2 No, it would be hard to select from more using the current method. Not only running through a longer list, but sometimes I'll just hold down the key to the end and find it from the other direction. I can't see using more within one map, and some selection of a set can be made without seeing them in maps. Selecting textures from a huge number using any means can be aggravating. Cube is a bit awkward if you actually go between mapping and adding textures.
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#889: Re: Map Editing |
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by Thalion
on 03/22/2004 07:49, refers to #885
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I guess Aard won't mind including those textures into the next Cube version... =)
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#890: .. |
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by staffy02
on 03/22/2004 08:27
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i wouldn't mind some new textures :)
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#891: Hi, I'm new! |
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by Udder Juice
on 03/22/2004 20:14
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So I downloaded this and took a quick look at it on my lunch break. This seems really cool. I have been looking for something that would let me create first person shooters without having to do any scripting. I’m just trying to get the general hang of basic operations for now and will dig deeper as I go but I have just have a few questions for you guys.
First how do you save a map and then reload it. For example, I start Cube and it loads up a sample map with no monsters. So say I add some monsters and stuff, how would I save it and re-launch it to play with the monsters I added.
Second are there more monsters available for Cube anywhere?
Thanks for any help you can give.
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#892: Re: Hi, I'm new! |
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by dcp
on 03/22/2004 20:18, refers to #891
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there are some monsters built in.
and: if you want to make some maps for cube, you should at least read the included help files/readmes, otherwise your maps will lack some features that will make them look/work better...
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#893: WOW this amazing, just 2 questions (for now)... |
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by Udder Juice
on 03/23/2004 05:03
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Ok, so I have read the documentation and played around with the map editor adn I must say this is by far the coolest and most fun first person shooter making utility I have ever seen. Its a lot like the map editor that came with the Playstation game Tenchu 2 in that you are physically editing the amp and see it happening as you do it.
I just have 2 questions at the moment.
1) I went through all the game modes and could not find a single player mode, they all seem to be for death match games.
2) I place enemies in the map but when I run the map they are not there. What am I missing?
Thanks, and great job on a wonderful engine.
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#894: Re: WOW this amazing, just 2 questions (for now)... |
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by Udder Juice
on 03/23/2004 05:12, refers to #893
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oops sorry, I just found the answer to both my questions!
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#895: How do you insert new models into maps? |
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by Udder Juice
on 03/24/2004 00:10
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I use the loadmodel command and the mapmodel command but it just keeps giving me a tree. :(
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#896: Re: How do you insert new models into maps? |
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by dcp
on 03/24/2004 01:24, refers to #895
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what exactly do you want to do?
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#897: Re: How do you insert new models into maps? |
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by Udder Juice
on 03/24/2004 03:33, refers to #896
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well, I have some md2 models that I either made or downloaded and I want to use them as decoration in my maps. For example, I have a space ship model that I put in a folder named "ship" in the packages/models directory. I renamed the model itself to tris.md2 (trying to imitate the established file structure) then while in my map I type the command "loadmodel ship" then "mapmodel 8 4 8 4" but when I do a "newent mapmodel" I still get a tree.
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#898: .. |
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by staffy02
on 03/24/2004 06:59
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you type newent mapmapmodel 1 for a bridge so try newent mapmapmodel 2 or newent mapmapmodel ship after you add your model to the models.cfg
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#899: Does this forum have to be this frustrating??? |
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by Bascule
on 03/24/2004 09:01
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From the readme:
loadmodel M
registers the model with name M with the engine. see mapmodel below and data/models.cfg
mapmodel R H Z S
registers the last registered model as a mapmodel that can be placed in maps using newent mapmodel (see newent). R is the square radius, H the height, Z the initial Z-offset above ground, and S the snap value in 16ths of a cube unit (0 meaning no snap). All of these values are used for collision as well as rendering. Specifying a snap can be useful for architectural mapmodels, as the md2 format doesn't provide exact vertex coordinates. Example: mapmodel 4 2 4 2 this map model is 8x8x2 in size (x,y,z), by default hovers 4 units above ground, and has all coordinates snapped to the nearest even number. See data/models.cfg.
Which is handily situated just a mouse click away at:
http://wouter.fov120.com/cube/docs/editref.html
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#900: Re: Does this forum have to be this frustrating??? |
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by Udder Juice
on 03/24/2004 13:36, refers to #899
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So I use loadmodel and mapmodel in the models.cfg to add my models, not in the console?
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