New Map Models - More? |
by _Fanatic
on 06/02/2004 12:43, 115 messages, last message: 01/25/2005 01:40, 51169 views, last view: 12/09/2021 06:35 |
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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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#59: Re: .. |
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by spentron-postcrash2
on 06/16/2004 05:44, refers to #58
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As the 64x64 is from 256x256, it's not anywhere close to a 50/50 bet, most 256x256 repeat at 256. It would be fine to use a 32x32 but it would have to tile on the model, as it is it will use 8x8 of the 32x32. All this can be fixed through custom images but it would be easier if the thing just started with expecting 64x64, no idea how that's done. Also if you actually want double resolution you have to use a 512x512 skin which begins to accumulate some serious memory usage, I think it's still the max. in games.
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#60: .. |
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by e:n:i:g:m:a
on 06/16/2004 15:13
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Ahh, this is way over my head now...
I just suggested the 2x1x2 model so that you could have 1 cube wide raliing on bridges 'n stuff without having any MAJOR bounding box problems for fanatic (you would set the model on top of the bridge).
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#61: Re: .. |
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by dcp
on 06/17/2004 06:01, refers to #59
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>expecting 64x64
but most of the normal floor textures included in the cube release are NOT 64x64. they are at 256x256. and to make it easier for the mapper the 2x2x1 model will stay as it is, using a 64x64 portion of the assigned texture.
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#62: .. |
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by e:n:i:g:m:a
on 06/17/2004 06:59
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yeah... whatever (It's way over my head now anyways)
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#63: Re: .. |
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by spentron-postcrash2
on 06/17/2004 20:24, refers to #61
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"but most of the normal floor textures included in the cube release are NOT" ... usable either. And there's not a huge preference for "normal floor" since a side will usually be visible, maybe that's not the intention.
Maybe one that just assumes custom texture, so the sides are different? Get something for the trouble, maybe work better with some regular ones too.
New idea: in SP perhaps the best model for bridges/FoF is currently the palatte, because it open, making monster visibilty/projectile issues less glaring, while player shooting appears to be handled perfectly (I can shoot a rocket through the slats, but they blow up if they hit the wood). So, more open types of structures could be great.
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#64: Re: .. |
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by e:n:i:g:m:a
on 06/22/2004 00:57, refers to #63
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Even better: make a model similar to the pallette that looks more "bridgey" Perhaps a metal grate?
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#65: Re: .. |
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by spentron-postcrash2
on 06/22/2004 01:52, refers to #64
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I was thinking of thick grate with rusty metal with pieces with a curve on the bottom side into protrusions that can mate with 1 cube supports, kind of like this if the font is OK (I'm getting Times New-Roman in the posting dialogue box).
__________________
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--_ _---
\ /
|_____|
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#66: Re: .. |
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by spentron-postcrash2
on 06/22/2004 01:56, refers to #65
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Ok that was horrible, the first underscore should meet an indented backslash, 1 cube indented cube-wie bottom bit, rising into the forward slash, the second underscore and three hyphens ;) . Next time I'll link a sketch or stick with text ...
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#67: .. |
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by tentus
on 12/12/2004 02:22
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The real issue with 2x1x2 is that collision is detected through a radius. So while you certainly could make such a model, you would find that you'ld be stopped by the model before actually touching it.
Of course, a single cube is so little that most players, immersed in the action, completely won't notice.
I've made several models along the lines that dcp started... as it happens, the modeller I use is well adapted to cube's measurements. On the other hand, my modeller sucks at skinning. Oh well.
Anyhoo, would someone be willing to host a small collection of such models, all in one zip? My own host is acting up on me, and I'm ready to shut down my site altogether.
Oh, and spentron, I think I get what you're asking for, but I'm not 100% sure. Could you mail me a GIF sketch perhaps, and I'd be glad to contribute to the cube community.
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#68: .. |
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by hampus
on 12/12/2004 11:28
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tentus I can host your zip, just email it to me
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#69: Urg Skinning |
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by tentus
on 12/14/2004 15:24
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Ok, first I have a general question before I send these out-
In the case of blocks which are wider than they are tall, should I make the sides skinned somewhere in the middle, the bottom, or the top? Or should I stretch the skins to cover the whole texture?
It only really matters when you apply a different texture to it, so I thought I'd ask... what was your solution dcp?
Oh, and is it OK if I use RAR format? I tend to have the least hassle and errors with it, dunno why...
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#70: .. |
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by makkE
on 12/14/2004 16:24
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What do you mean exactly by saying "skinned somewhere in the middle, the bottom, or the top" ?
Basically the part of the skin you apply should have the exact proportions of the faces it will be on.
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#71: .. |
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by makkE
on 12/14/2004 16:28
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whoops ingnore this plz.. /me was too fast..... ehem
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#72: .. |
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by hampus
on 12/14/2004 17:49
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sure just send it
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#73: Re: .. |
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by tentus
on 12/14/2004 22:36, refers to #72
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Sent. Now all hampus has to do is post that 24kb RAR on his site :)
What I was asking is what part of the applied texture should be used. I don't want to squeeze the tex, it looks terrible that way. So I finally decided to use the bottom half. Sorry to anyone that inconveniences, but you'll have to reskin it yourself.
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#74: Re: .. |
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by tentus
on 12/16/2004 02:48, refers to #73
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http://hd.dufberg.se/blocks.rar
It's up and on the internet. Have fun.
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#75: and a new one... |
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by dcp
on 12/16/2004 17:09
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...on my page too...
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#76: Re: and a new one... |
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by dcp
on 12/16/2004 23:58, refers to #75
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oh, and 4 others i forgot to put up lately...
cube.dietmarpier.de
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#77: .. |
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by tentus
on 12/17/2004 04:28
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You mean the carboard box and stuff? nifty.
I'm modelling a few new kinds of trees, and I've got a fence half-made. I'm also considering a curved wall, because the 45 degree corners are limited visually.
Does anyone know what the last two numbers in the mapmodel cfg are? I assume #3 is texturing, but what's the last one?
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#78: .. |
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by e:n:i:g:m:a
on 12/17/2004 05:59
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Oh, man, too bad Cube doesn't support dynamic lights or animated mapmodels... That hanging lightbulb would be awesome swinging with an animated light...
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