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New Map Models - More?

by _Fanatic on 06/02/2004 12:43, 115 messages, last message: 01/25/2005 01:40, 51174 views, last view: 12/09/2021 06:35

I'm working on a new castle type map for Cube and I absolutely love the new map models, and the ability to add them via the menu too. They add so much atmosphere!

Whomever made them, can you make more plantlife models, and possibly some medieval type items, like wall torches, torches on a pole, wooden barrels, carts, etc.?

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#21: @ fanatic

by dcp on 06/07/2004 11:51

2 new medieval style models are up...

next is a chest or so... maybe...

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#22: Re: @ fanatic

by _Fanatic on 06/08/2004 02:40, refers to #21

Wow! Looks fantastic!

Can you do a medieval type lamp that hangs from the ceiling, like a candle lit type thing?

I can send you my newest version of the map, whereI have yellow light placed where it would be cool looking.

The last area of the map that is indoors that I sent you is a kitchen with a vaulted ceiling. In there, I wanted two hanging torch/candle lights. And there's a dining area that will have 5 of the same type of lighting, maybe something larger.

Would something like a roud iron ring with candles/torches on them, supported to the ceiling via rope or chain look right? I need to look up what they had back then. :)

Oh, and don't feel like you *have* to do this for me. If you have nothing else better to do, I really appreciate the work.

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#23: Re: @ fanatic

by _Fanatic on 06/08/2004 03:49, refers to #21

One question about the bounding box, I assume this is defined in the md2?

The carts bounding box seems a bit small, I can walk into the cart.

I think the candle might be a bit large, not sure. But I didn't see anything in Cube's setup where I can define the size.

Those sacks look wicked too. :)

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#24: Re: @ fanatic

by dcp on 06/08/2004 23:41, refers to #23

the bounding box is defined by the mapmodel command in default_map_settings.cfg.

the first value is the radius (when you set it to 2 it will be 4x4 cubes)

the second value defines the height in cubes

the third value is the initial elevation above the ground.

the bounding box of the cart indeed is a problem... if i set it larger, the area left and right to the cart is blocked for no reason, if i set it smaller, you can walk into. it's the same problem with most mapmodel which horizontal dimensions are not square but a rectangle...

the candle was initially designed as a sort of ritual accessoire... to be placed around an altar or so, that's why it's quite big...

i liked very much what i saw in your temp-map. can't wait to see it finished... of course you can send me a version with more areas done, i'll check it out... :-)

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#25: More plants?

by e:n:i:g:m:a on 06/09/2004 16:51

Could you make some plant models that you can walk through? Stuff that looks like overgrowth or underbrush (like your leafs mapmodel)?

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#26: Re: More plants?

by spentron-postcrash2 on 06/09/2004 17:38, refers to #25

You can set the collision for any of them to zero, although this has a weird effect with visibility on large models. The plants and leaf should be OK (also can set into ground a cube if a problem). Incidently, the old collision system can also be simulated by setting the collision height very high, to get older maps such as cube101 and Infidel back as intended, or for example would be appropriate with dcp's roadblock model.

Yes the models do add a lot, if it were only a couple models it might hit or miss (OK ivy's a sure hit) but it's turned into a nice collection.

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#27: Re: More plants?

by e:n:i:g:m:a on 06/09/2004 20:08, refers to #26

I know that you can set the colission radius and height to zero, I was asking for some more smaller plants 'n such that look like you can push through them.

And perhaps some walk-thru-able plants that are 3 or 4 cubes high (to create some what of an "underbrush" effect...

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#28: Re: @ fanatic

by dcp on 06/10/2004 02:16, refers to #22

>Would something like a roud iron ring with candles/torches on them, supported to the ceiling via rope or chain look right?<

i've uploaded something that might be what you need... and i'm planning to make a smaller one, just wait and see :-)

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#29: Re: @ fanatic

by _Fanatic on 06/10/2004 03:25, refers to #28

Holy cow! That is friggin sweet!

Check these screenshots out:

http://fanaticalproductions.net/screenshots/Revenge3.jpg
http://fanaticalproductions.net/screenshots/Revenge4.jpg
http://fanaticalproductions.net/screenshots/Revenge5.jpg


I'll send you an updated map in a day or two. I'm working on a huge section right now that is fairly significant. The level is at least 3x larger than what I sent last, and I have a lot more to do.

Oh, I also neglected to see your recommended bounding box for the cfg files. Those are corrected and everything acts much better now.

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#30: Re: @ fanatic

by D.plomat on 06/10/2004 10:17, refers to #28

just saw the screenshots... awesome!

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#31: Re: @ fanatic

by Cyl1t3L on 06/10/2004 10:33, refers to #28

Which program do you use to make the mapmodels?

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#32: Re: @ fanatic

by Aardappel on 06/10/2004 19:52, refers to #29

This is going to be one killer map.

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#33: @Fanatic

by jcdpc-at-school on 06/10/2004 20:36

You should add stuff to "wandering" it looks like it would be a cool map.

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#34: Re: @Fanatic

by dcp on 06/11/2004 04:11, refers to #33

and there are 2 more up... have fun...

the screenshots look very promising. but be careful with the amount of chandelier models in one room, it has a high polyload...

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#35: Re: @ fanatic

by dcp on 06/11/2004 04:13, refers to #31

@ Cyl1t3L

it's pure milkshape 3d

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#36: Re: @ fanatic

by e:n:i:g:m:a on 06/11/2004 06:32, refers to #35

That must be painstaking...

Oh yeah, btw: I've got my website up now, and I've got some MP maps in it too!!

here is the URL:

http://www.angelfire.com/realm3/enigmacube/index.html

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#37: Re: @Fanatic

by _Fanatic on 06/11/2004 14:21, refers to #34

That chest is most excellent. :)

It's a shame Cube doesn't currently do animated map models, those candles and the flame stick one you just added would be really bad ass with an animated flame and some flickering light.

Oh yeah, the FPS seems ok even with 8 chandeliers roughly in view at one time, in addition to barrels, the cart, some sacks, and some vases. The biggest drag so far is the large open area, and now an outdoor area that stems off the balcony where the mega health is on that last map I sent.

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#38: Re: @Fanatic

by dcp on 06/12/2004 02:22, refers to #37

and there's a new plant up...

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#39: ..

by e:n:i:g:m:a on 06/12/2004 02:27

Oooh, thanks! I'll use this in my new SP map...

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#40: Re: @Fanatic

by _Fanatic on 06/12/2004 06:22, refers to #38

Very nice!

I just emailed you a copy of the latest version of my level. Let me know what you think.

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