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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846844 views, last view: 12/09/2021 02:39

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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#921: ..

by Sauce on 04/02/2004 06:28

i doubt t i went threw every md2 model in polycount on more then one occasion and i seen nothing like that:P

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#922: Look for map models...

by Pxtl on 04/02/2004 07:41

I think they keep them separately from their normal quake models.

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#923: ..

by staffy02 on 04/02/2004 08:44

you could "take" some models from a mod for quake 2 if you really want some.

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#924: Hmm...

by Pxtl on 04/02/2004 10:20

I just realised - Quake 2 didn't have map models. I mean, there were a couple, but they weren't really a part of the engine the way they are in UT2k3 and Quake 3. You couldn't make new ones without making a game mod. You won't find Q2 map models outside of a TC.

If we get md3 support (some day) you'll be luckier.

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#925: ..

by Udder Juice on 04/02/2004 16:41

Thanks for the tips, I managed to fabricate something from Cube's existing architecture using heightfields and vertex manipulation. Its kind of cheesy but gets the job done.

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#926: Re: Hmm...

by Thalion on 04/02/2004 16:48, refers to #924

I think you can convert md3 to md2. Open then Save As in any 3D-editor which supports both should do the trick, no?

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#927: Re: Hmm...

by dcp on 04/02/2004 20:44, refers to #926

it depends...

if the .md3 has more than one skin file, then it's almost impossible.

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#928: been wondering about that...

by Pxtl on 04/02/2004 20:57

Is it feasible to do multiple skins in Cube? Not as a by-section, but to overlay? That is - look at the current teamcolour system. Your teammates are blue. Now, improved systems are 1 team = blue, 1 team = red, etc. This has the problem that the red adn blue overlays are kinda ugly. Would it be possible to create a skin with three channels - alpha, saturation, and brightness - and the hue could be set in engine and it overlaid over the normal skin? That way a blue Ogro could be a regular ogro with some blue markings on him, and the blue colour would be engine-controlled in runtime?

I realise this is getting close to shaders - but could it be done with simple texture stuff?

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#929: Re: been wondering about that...

by Thalion on 04/03/2004 04:37, refers to #928

Well, it could be done without shaders - simply by creating a processed copy of each overlay texture for every team. The memory usage would then be the same as for two separate skins, but artist would only have to edit a single one.

But how about team symbols and that kind of things? Your suggestion, if implemented, would make skins for both teams look exactly the same except for the color. When there are two different overlays, some more creative differences could be introduced...

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#930: Yes, but here's the idea:

by Pxtl on 04/03/2004 07:27

That way, you don't limit the number of teams. Rather than go relaoding textures all over the place, you just send around a colour value. And you're only limited by the number of colour codes you can think of.

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#931: ..

by staffy02 on 04/03/2004 08:55

I made another map. have a look if you wish to.
http://www.websamba.com/staffy/saf2.cgz

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#932: Re: Yes, but here's the idea:

by Thalion on 04/03/2004 10:35, refers to #930

But number of teams is also limited by the code. It's oh-so-much-simplier to code team support for just two teams (say, red/blue), than for unlimited number. I even think somewhere in the docs Aard mentioned that he's gonna rework teamplay so to allow only "red" and "blue" for teams, everyone else is a spectator.

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#933: ..

by staffy02 on 04/03/2004 11:07

i made a remix of fox in socks.


http://websamba.com/staffy/fox-remix.cgz


check out the other map too above it is nice.

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#934: ..

by staffy02 on 04/05/2004 09:25

well if no one could be bothered getting my maps (i don't blame you) click on this link.

http://www.angelfire.com/theforce/ofsatan/666staffy.jpg

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#935: ...

by Drakker_ on 04/06/2004 03:21

Personnaly I'm grabbing only the single player maps right now. Don't have much time for DMing. One day I'll check a big bunch of DM maps and post comments.

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#936: reply to #935

by MitaMan on 04/07/2004 00:10

Hello Drakker,
I have (2) SP maps hosted at this site,

http://www.intergate.com/~spentron/guest

If you have'nt played them yet please give them a try. I think they're fun and look pretty good. Thanks in advance.

MitaMAN

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#937: Re: reply to #935

by Drakker_ on 04/07/2004 02:46, refers to #936

Already played them both. I dont think I have anything to add to other people's comments. They are good, the second one beign a definite improvement over house of idols.

I would work on lightning a bit, and maybe add some details to the architecture, but its just me beign picky. :) They are fun, thats what matters.

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#938: Re: reply to #935

by D.plomat on 04/07/2004 10:23, refers to #936

I played them, they look very cool.

About the house of idols:
Music rules, new textures rules but it's a bit too easy, even at skill 10
what hudguns are you using on the screenshots. can we D/L them?

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#939: Re: reply to #935

by MitaMan on 04/08/2004 00:59, refers to #938

From Mitaman: I'm pretty sure I found the "hudguns" somewhere on this forum doing a search for models. The only one that worked without crashing the game is a ak47. You also need to convert the .pcx textures to .jpg. If anyone really wants I'd be happy to email the weapons.zip file to those that ask. Maybe someone else will have better luck getting the other weapons to work.

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#940: ..

by staffy02 on 04/08/2004 08:40

mitaman would i be able to get that ak-47?

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