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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, 67408 views, last view: 05/18/2024 14:26

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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#76: Re: and a new one...

by dcp on 12/16/2004 23:58, refers to #75

oh, and 4 others i forgot to put up lately...

cube.dietmarpier.de

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#77: ..

by tentus on 12/17/2004 04:28

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: ..

by e:n:i:g:m:a on 12/17/2004 05:59

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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#79: Re: ..

by Drakker_ on 12/18/2004 21:32, refers to #78

Cube does support dynamic lights... shoot a rocket and you will see. :)

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#80: Re: ..

by tentus on 12/19/2004 05:59, refers to #78

The fact of the matter is, if we had the power to make animated models we could make all the little features we all lust after for our maps...

Want an elevator, for suspense perhaps? take the 8x8x1 block and slowly make it rise over twenty frames. calculate it up so it's exactly 8 cubes high at the end of those 20 frames, and then have another rising block start the moment the first ends, eight cubes higher. If you know your numbers it'll go seamlessly.

Suppose you want a waterfall or running water. It'd be easy to do. flickering fire? Yep. Wheels turning in a machine, a moving display on a screen, crows circling a body. All these are things I've almost done, until I'd remember it'd do me no good.


On a practical not, I saw someone mention wanting a single-cube wide railing. Why not just offset the railing beside the origin so that the excess radius is sticking out in the air where it is virtually indetectable, the only knowledgeable people being those who have dealt with the particular md2 in question. In short, put the extra collision where the player won't be.

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#81: Re: ..

by D.plomat on 12/19/2004 14:00, refers to #80

About the elevator, i think it's more a moving model that an animated model, as it doesn't need more frames for that, but a way to make it move, as it needs to also have the bounding box follow the model. (at least if you want the elevator not only as a visual, but really useable by players/monsters)

But animated models could be cool for visual effects.

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#82: Re: ..

by tentus on 12/20/2004 03:37, refers to #81

Damn, I was hoping the current mapmodel collision boundings would work. I guess not, now that I think about it closer.

Some of the other things would still be fun to do though. Is there a possibility of this in the next release or two Aard, 'cause I'd be more than glad to start modelling now. Otherwise it'd be wasted effort and frustration.

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#83: new one up...

by dcp on 12/20/2004 21:15

...at the bottom of the mapmodels section at http://cube.dietmarpier.de

this time it's per request... i remember someone talking about a model for bridges, room above room ceilings or catwalks that's paying a bit more attention to the fact, that monsters can see the player through the 4x4x1 or 8x8x1 block models... here you go...

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#84: ..

by Drakker_ on 12/21/2004 01:30

What's really needed is see through wrire fences. :)

We could block the players with it, and still allow them to see far away scenery, instead of just having the player move next to the side of the map.

Also, window frames would be nice, so we could make see through and shoot through windows that block the player without having to have them less than 4 cubes high.

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#85: Re: ..

by tentus on 12/21/2004 03:31, refers to #84

OK, i'll make and post it tonight or tomorrow afternoon.

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#86: Re: ..

by dcp on 12/21/2004 07:13, refers to #84

a wire fence will be too high at polycount. if you make a good looking one...

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#87: Re: ..

by Drakker_ on 12/21/2004 13:11, refers to #86

I dont really care, so long as it works with a moderately fast machine, I can make sure there's not too many things in view along with the fence (far away scenery is also low on poly, since they dont have to be really detailed.)

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#88: ..

by tentus on 12/22/2004 03:44

I'll look into the wire fence problem soon, but I'm afraid making the window has consumed more time than I can really afford the week before Xmas.

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#89: christmas submission

by dcp on 12/24/2004 17:29

ok, first the ultimate unofficial super cube christmas cookie ;-)

http://cube.dietmarpier.de/images/cube_christmas cookie.jpg

it's not as cubic as it was before baking it but hey...

new models:

a vent flap (means a frame with some flaps) as decoration for ventilation outlets, looks nice as a window frame between 2 rooms too...

and a new health item... i played too much doom3, i know... ;-)

available at http://cube.dietmarpier.de under 'mapmodels' and 'items'

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#90: Re: christmas submission

by dcp on 12/24/2004 17:30, refers to #89

damn!!! the link should be:

http://cube.dietmarpier.de/images/cube_christmas_cookie.jpg

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#91: Re: christmas submission

by Jcdpc Mozilla_is_teh_cookie_monster on 12/24/2004 17:53, refers to #90

nice!

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#92: Re: ..

by e:n:i:g:m:a on 12/24/2004 23:12, refers to #79

Duh, I know that...

What I mean is dynamic light entities... eg. Moving/pulsating/flickering lights that YOU place, etc.

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#93: Re: ..

by Drakker_ on 12/25/2004 05:12, refers to #92

Just assign it in the code... and maybe Aard will do something similar for the next release. :)

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#94: ..

by innovati on 12/31/2004 17:54

Is it possible then, with dynamic lights, to have realtime shadows?

What about toher features like gloss or bumpmapping- how hard would it be to implement those?

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#95: ..

by Cris on 01/14/2005 18:00

It would be nice if the body of the player couldbe changed... i cant discern my friends from my foes

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