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Map Editing

by Goetzenzar on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846932 views, last view: 12/09/2021 04:22

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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#941: ..

by staffy02 on 04/08/2004 08:42

btw my e-mail is nathanlyle@bigpond.com

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#942: re #941

by MitaMan on 04/08/2004 23:09

To Staffv02:
The weapons are on the way, don't hurt yourself!
MitaMAN

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#943: ..

by staffy02 on 04/09/2004 05:51

thanks for the models

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#944: wait...

by Lethedethius on 04/09/2004 10:24

Can you use .bmp rather than .jpg... the guns & skins would come out so much more nicer... since jpeg... well... screws em up a bit :P

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#945: mita

by Lethedethius on 04/09/2004 10:26

If you could send me all the models that work with cube & the skins in zips *or rars* I'd be happy to host them on my website... leth.xionnet.net/ros/ *however, please put each different weapon in a different zip so I can extract them to the necessary folders, ya know?*

lethedethius@hotmail.com

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#946: Re: wait...

by dcp on 04/09/2004 13:31, refers to #944

using .bmp for the skins will increase the size too much.

i use .jpg with compression 0 or 1, there's not much difference in quality to .bmp but it's much smaller...

but what i'm curious about: is it possible to use 512x512 pixel .jpg files for skins? if yes, i could make future models look sharper and can make more detailed skins..

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#947: Re: mita

by MitaMan on 04/09/2004 14:50, refers to #945

From MitaMAN,
I just want to remind everyone that the weapons models are not mine, someone else made them (I think I found them on this forum searching for models) and there is no readme in the zip file from the author. I would feel funny having them posted without the permission of the author. I'll send you the zip file but you'll have to play with them (models) to get them all to work in CUBE. I hope you understand.

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#948: Re: wait...

by D.plomat on 04/09/2004 15:32, refers to #944

JPG's can have excellent quality, it depends on how much compression they are saved with, probably a JPG with quality 95% to 98% will be smaller than a BMP.

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#949: I got a question...

by Udder Juice on 04/09/2004 19:40

When you copy and past a selection of cubes, is there any way to reorient the selection, say rotate them 180 degrees?

I couldnt find anything like this in the docs.

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#950: hmm

by Lethedethius on 04/09/2004 22:58

Hey, if I made a sniper map, and it spawns 2 people at a time *one on one end, another on the other end...*, would it be possible to make sure no one else spawns until both are dead..., or one wins..., and could it be possible to limit the weapon?

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#951: Re: I got a question...

by makkE on 04/10/2004 12:41, refers to #949

you cannot do that with cube, but you can use the mod quad by pushplay, available at :

http://www.cursesandepithets.com/?section=cube

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#952: Re: hmm

by makkE on 04/10/2004 12:45, refers to #950

insta clan arena (mode 8/9) is doing that, but you cannot force the mode.

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#953: Re: I got a question...

by jcdpc on 04/16/2004 03:53, refers to #949

You can't rotate them in engine, but if you find the image file for that texture in your packages directory then you can rotate the image however you like it. then save the texture with the approiate name (like 128-04aflipped) Then make a .cfg for your map (in base directory) and add it like you would any other texture. (i'm not sure if this is the best way, but I copy the defualt map settings .cfg from the data folder and paste it in my map.cfg then I replace the bottom texture with my new texture)

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#954: if you add a new texture in your map..

by Udder Juice on 04/20/2004 17:31

Do you have to include it with the map and cfg file for other people to see your custom textures?

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#955: Re: if you add a new texture in your map..

by MitaMan on 04/20/2004 18:47, refers to #954

Hello Udder Juice,

Yes you need to include new textures with your map, and you need to create a .cfg file so CUBE will load the proper textures. If you take a look at my first map (mpsp1) you can look at the new textures I used and the .cfg file I created as an example. I'll send it to you via email. The .cfg will also show you how to load custom skyboxes. Hope it helps.

MitaMAN

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#956: Wall Editing Help?

by Nazgul11 on 04/22/2004 20:16

Hello! I was wondering how you are supposed to edit/select walls? I can't seem to find out how...

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#957: Re: Wall Editing Help?

by jcdpc (the black waffle) on 04/22/2004 20:29, refers to #956

Read the manual...

Select the ground where you want the wall and press f to make it solid. and use the home/end keys to change the textures. (once walls are out up they are kinda hard to select, but you can select the ground in front of them and drag the selection box behind them.)

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#958: Re: Wall Editing Help?

by Nazgul11 on 04/22/2004 21:49, refers to #957

Yeah I went through most of the manual and I didn't really understand the whole solid stuff when I would try it. All it would do is just make it go all the way up to the wall. :S

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#959: Re: Wall Editing Help?

by Nazgul11 on 04/22/2004 21:56, refers to #958

Ceiling I meen. :P

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#960: Re: Wall Editing Help?

by jcdpc on 04/23/2004 00:19, refers to #959

the way to not make it go to the ceiling is to use the ] and [ keys to raise and lower walls. if you want to learn good mapping techniques read the tutorials at www.intergate.com/~spentron/cube/index.html
and more at
www.cursesandepithets.com/

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