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Sauerbraten Maps

by shahar2k on 05/09/2004 04:31, 57 messages, last message: 01/03/2005 18:58, 17653 views, last view: 05/04/2024 15:40

well I think the current release is good enough to start really working on maps with...
I made this weird experimental map here wich has a few cool Ideas

http://home.earthlink.net/~shahar/ruins.ogz

it also contains a few errors, and shows off the scale that sauerbraten can work in (from smallest to largest)
really neat stuff this engine

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#38: Re: ..

by Minion on 05/17/2004 07:22, refers to #35

Yes, right, I'm sure people got the impression that *you* were having problems when you say things like "editing in cube is 100x easier" and let's not forget "editing in the beta of Sauerbraten seems impossible"

Sure, you asked for help, and in the same posts you managed to turn around and make the justification that your difficulties are all due to extreme complexities in Sauerbraten.

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#39: ..

by shahar2k on 05/17/2004 13:29

wow glit that's awesome, I tried to create a simpler sphere which took a while, so I'm really impressed that you managed to get one with THAT many cubes... that must have taken a long time, by the way did you understand my problem with the subdevision?(how certain subdevisions will always cause error)

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#40: Re: ..

by _Fanatic on 05/17/2004 14:13, refers to #38

Well, thanks for your help then. :)

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#41: Re: ..

by jcdpc. on 05/17/2004 21:16, refers to #40

calm down everyone...
Sauer is very easy once you figure out how to use it... Someone oughtta write a tututorial or at least a better readme...

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#42: s

by Gilt on 05/17/2004 22:20

It was pretty quick to do. Just create the first quadrant and c'n'p, flip and rotate the rest.

One quadrant is only about 30 solid cubes, but there are still empty cubes, along with parent cubes. so 1 quad ~= 150 cubes. The 700 in the one pic comes from the 4 quadrants in that one cube.

shahar2k: yup geomip will never be perfect. There's nothing that can be done though - or at least, it's not worth whatever it would take to fix it.

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#43: Re: ..

by Aardappel on 05/18/2004 05:34, refers to #27

Mmm... it is true that because of its 3d ness and scale it is hard to just start building out of nothing, you need more of a plan.

But if you can't build anything you are certainly missing some editing commands... for example it may not be immediately obvious that the default editing mode moves 1/8th of a cube within the current cube... which usually means inwards. Only if you use the entire cube push/pull mode can you easily pull entire cubes outwards. This would be the starting way to create structure in space.

Cube is very similar to doom for editing... Sauerbraten really takes it beyond its doom similarity, it requires different thinking. I do think in the end it is both quicker, more powerful, and more fun.

(also, some problems people are mentioning seem to be due to the "subdivide where you look" bug, Gilt let me know when you have maybe implemented some other features and it is a good time for a build.)

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#44: Re: ..

by Aardappel on 05/18/2004 05:34, refers to #27

Mmm... it is true that because of its 3d ness and scale it is hard to just start building out of nothing, you need more of a plan.

But if you can't build anything you are certainly missing some editing commands... for example it may not be immediately obvious that the default editing mode moves 1/8th of a cube within the current cube... which usually means inwards. Only if you use the entire cube push/pull mode can you easily pull entire cubes outwards. This would be the starting way to create structure in space.

Cube is very similar to doom for editing... Sauerbraten really takes it beyond its doom similarity, it requires different thinking. I do think in the end it is both quicker, more powerful, and more fun.

(also, some problems people are mentioning seem to be due to the "subdivide where you look" bug, Gilt let me know when you have maybe implemented some other features and it is a good time for a build.)

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#45: ..

by nieb on 05/24/2004 21:38

an update to nmp1

with out the bugs in it and i worked on it a little

http://www.geocities.com/nieb8504/Sauer.html

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#46: impressed and ready to map

by rtf on 05/25/2004 09:10

I'm a sort of off-and-on mapper. I've worked with Wolf3d, Doom, Q1/2/HL, Serious Sam... toyed with Cube a few times, but never very much even though I liked it(I'm bored with straight-up FPS like what Cube does so I had no desire to map for it really). Wolf3d is still the absolute simplest to work with, being of course just 2d tiles, with one "property" (item, wall) each, and Cube the 2nd....but for full 3d for a long time I had decided that Serious Engine had the best tools, even though it was still slow and tricky to work with(and to learn - partially the fault of the entity structure, but also cause it has tons of complexity, with modeller-type layers and such).

But now I have a new fav :D Even though Sauer is still pretty early in the going I'm relishing the possibilities. It's way easy to pick up, and I was doing things(ex. staircases of small cubes) that would have been painful to comprehend with any other editor. It's not so great on the fine details cause of the lower limit on size, but that can be taken care of with models I guess.

The funny thing is that I had realized that mapping with tiles(or cubes) was the simplest method ever since I went from Wolf to Doom; but nobody paid attention if I pointed out that it would be *really nice* if an editor let you lay things out in tiles, at least initially.

That said, my suggestions for more edit features(some probably obvious and already discussed hehe):

Add-to-selection: I tried building a fountain with a rectangular base. When I was punching into it to make the bottom it was easy enough to make the selection needed. The trouble was when I wanted to make a change to the rim afterwards. I had to select then raise each piece individually to be assured of getting only exactly what I wanted moved(ugh). Even if this were limited to selections on the same plane it'd help.

Texture painting: Yeah.

"Radial" vertex manipulations: For making hills and such. The procedure, at least off the top of my head, would be to select an area, hold down the hotkey and then move the wheel. Cubes near the center get the full effect, near the edges not as much. With several iterations(esp. with an add-to-selection) making detailed rolling terrain would become simple.

Hm. That's all I can think of! Everything else I'd want is already covered LOL.

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#47: maps I did

by rtf on 05/25/2004 23:26

http://people.ucsc.edu/~jhofmann/rtf1.ogz
http://people.ucsc.edu/~jhofmann/rtfscrapers.ogz

The first one is just some messing around...I tried making a spiral staircase inside the smaller building and it's HARD. Well, it was the way I was doing it at least; step heights were not even with the grid size so lots of tweaking was needed and I quit when I realized I had made the height too short to be usable.

The outdoor stairs were a second attempt. Those were much simpler though the 3d select tended to get in the way a lot and point at cubes in front of the ones I wanted to extrude from.

Then only a little while spent on the "hill structure" and bigger building before I stopped with that.

The skyscrapers were fun. Only had to do one floor and then copy over and over. With practice I imagine I could put on gargoyles and other various details. Went a bit overboard with copying the building once I was done though, so watch out cause it's something like 150 thousand tris and I was getting 15 fps.

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#48: Re: impressed and ready to map

by Gilt on 06/02/2004 04:02, refers to #46

add-to-select: I'll think about it.

texture painting: what do you mean?

radial: most likely won't be added.. it's hard to do that with the engine. but I've been vaguely thinking of different ways to powerfully control vertexes... so maybe something similar... probably not..

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#49: Re: impressed and ready to map

by spentron-postcrash2 on 06/02/2004 07:07, refers to #46

I suggested add-to-selection for Cube, was thinking about trying to script something similar to the "radial" for heightmap. This wouldn't manipulate the grid, this would be a "smoothed" way of manipulating an area of vertex deltas. Math-y though.

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#50: Spiral Staircases

by jerrybean on 06/26/2004 22:40

http://jerrysiebe.home.mindspring.com/sauerbraten.html

Here are some spiral staircases. I'm getting the hang of working with this. If only the physics would let me climb them. ^__^

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#51: Re: Spiral Staircases

by pushplay on 06/27/2004 00:37, refers to #50

Hey, that's pretty nice. I've always had a difficult time making spiral staircases with brushes.

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#52: ..

by e:n:i:g:m:a on 06/27/2004 00:40

Very nice! Sauerbraten is turning out to be VERY powerful...

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#53: Re: Spiral Staircases

by Aardappel on 06/27/2004 18:11, refers to #50

cool... its always nice when people suprise you with what they do with your own engine :)

I can see a lot of stuff being quite easy in sauerbraten, but round things isn't one of them. Nice work.

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#54: ..

by shahar2k on 06/29/2004 08:04

heh damn true that looked like a hell of a lot of work... all the more reason to have some sort of pre-fab system in sauerbraten (kind of like a permanent copy/paste "bin"
still awesome work

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#55: new map

by nieb on 12/31/2004 17:44

i remember reading somewhere that aard first wanted to get sauer to the same level of development that cube is....so i thought i would get a head start on making MP maps....its not finished yet (work in progress, like all the other maps, mainly for testing and practice in the sauer engine)

http://www.geocities.com/nieb8504/Sauer.html

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#56: Re: new map

by Aardappel_ on 01/02/2005 13:01, refers to #55

looking cool nieb :)
reminds me what sauerbraten needs most badly next is light & shadows.

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#57: Re: new map

by nieb on 01/03/2005 18:58, refers to #56

glad you liked it :)
>>reminds me what sauerbraten needs most badly next is light & shadows.<<
...yes it does, and texture rotation would be nice too.....i would think adding that would be easy, guess not. not that im complaining. the development team is doing a good job. keep it up! :)

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