Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2847062 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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#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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#901: Re: Does this forum have to be this frustrating??? |
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by Bascule
on 03/24/2004 15:43, refers to #900
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Yes.
You can do it in the console, but it won't be saved into the config file, and therefore will only work in that session :/
Cube doesn't save any config data (except MP server data, I think) so you must get used to modding your configs.
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#902: Re: Does this forum have to be this frustrating??? |
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by pushplay
on 03/25/2004 05:37, refers to #899
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I think this is a pretty friendly forum.
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#903: Re: Does this forum have to be this frustrating??? |
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by Bascule
on 03/25/2004 07:57, refers to #902
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Oh, it's friendly enough, and I like to help, I just wish people would either read the docs or experiment just a little more before posting.
I don't even mind questions that could be answered directly from the readme, provided it's obvious that a bit of time has been spent trying to understand the documentation...
</grumble>
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#904: map |
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by staffy02
on 03/25/2004 08:48
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i made a new deathmatch map.
http://websamba.com/staffy/st.zip
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#905: .. |
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by staffy
on 03/26/2004 16:07
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i have been working on this map what do you think of it so far?
www.websamba.com/staffy/king.zip
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#906: .. |
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by sorrythecubepagefuckedupemailisratrick@hotmail.com
on 03/27/2004 00:39
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did i hear fal damage!?!?!?!?!?!?!?!?!
what horror, realism is evil. the hole point of video games is to make it so you can do things you cant normaly do. to make it realisitc defeats that purporse! it is no fun when you do that, plus you can do more things with layouts if you jump from high places.
Sauce is Pathegreat changed username
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#907: .. |
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by Sauce
on 03/27/2004 00:40
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dont know what happened there but lets just let that slide.........
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#908: Re: .. |
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by Aardappel
on 03/28/2004 21:39, refers to #890
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there will a whole set of new textures in the next release
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#909: Re: .. |
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by Sauce
on 03/30/2004 01:49, refers to #908
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good thing
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