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prefabgen

by pushplay on 04/03/2002 01:05, 35 messages, last message: 06/18/2002 13:01, 9971 views, last view: 05/18/2024 17:41

I'm releasing a utility called prefabgen: http://members.shaw.ca/pushplay/cube/utilities/prefabgen.zip which lets you redefine the prefabs file to let you make different kinds of arches. View the readme for instructions. If the readme isn't very clear, and I get the feeling that it may not be, then send me an e-mail and I'll change that.

Also, my e-mail address and cube webpage have changed, they're now pushplay@shaw.ca and http://members.shaw.ca/pushplay/cube/ respectively.

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#8: Re: hmm

by pushplay on 04/05/2002 01:31, refers to #6

No, I understand the concept of generating a terrain, I just can't do it in Cube. Arches are easy because you generate a prefab file and cube takes that and makes arches from it's definition. I can't simply tell cube how I want the squares to be changed. So the only way to auto generate landscape would be to learn how cube files are generated and have a program make a map from scratch.

If anyone can prove me wrong, feel free to do so.

I updated prefabgen to allow you to generate a different style of arch, and a method that attempts to make these ceiling bumps that goetz wanted for some reason. I can't make it work without having spikes on the end that you need to delete manually. That kind of defeats the purpose, but the function is there if you want it.

Cube won't let you go over a certain height, and will send you back to the bottom if you do. Thus, If you make arches really wide with a steep slope, it will keep reaching that height and start back at the bottom, causing the spikes.

In conclusion to my rambling post, ask Aard, not me.

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#9: Re: hmm

by Al_Capone on 04/05/2002 08:00, refers to #8

By the way, how do I change the scene ?

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#10: pushplay

by Aardappel on 04/05/2002 22:02

I think you misunderstand. the fact that cube only offsets deltas in one direction doesn't affect what you can make with it. You just have to create the right offsets.

For example, to make a little "hill" with a 3 cube high peak, select an area and raise it 3, make it a floor heighfield (h), then lower all the edge vertices down (keys 8/9).

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#11: Re: pushplay

by pushplay on 04/06/2002 05:33, refers to #10

I know how to manually make a hill, what I'm saying is that a terrain generating engine would require a way to interface with Cube. And at the moment I'm not seeing how that's possible.

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#12: Re: pushplay

by Al_Capone on 04/06/2002 05:33, refers to #10

So it's only a matter of postion and high, right ? The way I look at it, cube is made of a bunch of blocks, like a set of building blocks, this would explain why you can create image, and location at the same time, but the size and position will always be offset or snap. So you can't just make any height.
Here's a good example http://www.btinternet.com/~andrew.h.cox/Cavernosa/shots/Test2.png

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#13: Re: pushplay

by Al_Capone on 04/06/2002 05:45, refers to #11

I know what you saying, to RANDOMALY create terrain, cube would have to work with a script or a program in able to create it. This isn't preset, premade terrains we talking about here, How about a plug in option or a script option to edit the function of the game ? It would be alot easer then recompiling it and making it from scratch.

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#14: Mountain and sky.

by Al_Capone on 04/06/2002 09:01

I found a engine that have both mountain and sky, looks good. http://www.flipcode.com/kurt/grain/shots/g-shot04.htm It can be downloaded here http://www.flipcode.com/kurt/grain/downloads.htm

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#15: Re: pushplay

by pushplay on 04/07/2002 01:09, refers to #13

Yes, a way to create plug-ins would be a good solution to the problem. I don't know what you want me to do with the above links though.

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#16: Re: pushplay

by Al_Capone on 04/07/2002 18:27, refers to #15

Don't worry about the above link, I was just sholving that into the programers face :) So let's suggest a plug in option or a script option shall we ?

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#17: Terrain

by Bascule on 04/07/2002 20:49, refers to #8

Aard, it would be really good to pick up on this thread and incorporate a function (like arch/archvertex) into cube that could do simple terrain mapping over a selected area based on a simple script file. The prefabs text file is such a simple and cool way to introduce parameters into the game, that a similar one for terrain would be excellent.

Pushplay, prefabgen is very nice tool - I like your style. By the way, what did you compile it with, as I would like to play around with the code, but have no idea what to do/how to compile code to .exe

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#18: Re: Terrain

by pushplay on 04/07/2002 21:36, refers to #17

Scripting would be the second option. It would be easier to use as an enduser, but also less powerful.

Compiling. Personally, I use Codewarrior: http://www.metroworks.com/ . But I'm in compsci, and not everyone needs a powerhouse IDE. I'd recommend you give something from Borland: http://www.borland.co.jp/cppbuilder/freecompiler/ a look. I haven't tried it myself, but I have heard good things about it.

If you want to learn to program, this book: http://www.amazon.com/exec/obidos/ASIN/0130895717/qid=1018207857/sr=1-1/ref=sr_1_1/002-1064443-6388836 is both thorough and very explicit. But if you stick with it you would later want something a bit more referency.

Anyways, prefabgen is a very simple piece of code to study. If you have any questions, just e-mail.

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#19: Re: Terrain

by Al_Capone on 04/08/2002 00:09, refers to #18

An arm and a leg as useial, would XEmacs be able to compile to EXE ?

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#20: bascule

by Aardappel on 04/08/2002 00:17

yeah some way to set vertex delta's by script would be cool. I'll add it to my todo list (no promises on when).

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#21: Re: bascule

by Al_Capone on 04/08/2002 01:08, refers to #20

Thanks !!! It was my ideal :D Glote, glote, glote.

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#22: of scripts and compilers

by pushplay on 04/08/2002 03:47, refers to #21

Sounds good Aard. It would probably be a helluva lot easier to write than a system for plug-ins.

Emacs is just an editor for writing the code. You need another program to link and compile. Borland is free, but if you're running unix, then you should already have a compiler called gcc/g++. g++ is the c++ version, check out 'man g++' to see what that's all about. Although personally I loathe g++; makefiles are a pain, and the compile error messages are cryptic at best.

And it's spelled gloat btw :)

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#23: Re: of scripts and compilers

by Al_Capone on 04/08/2002 04:07, refers to #22

Anything a little smaller then Borland ?

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#24: Re: of scripts and compilers

by pushplay on 04/08/2002 06:19, refers to #23

gcc is the only thing smaller. Compilers are necessarily large because of the complexity.

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#25: Re: of scripts and compilers

by Al_Capone on 04/09/2002 03:19, refers to #24

gcc ? Can that be found on the MAME site ? I think I came across it once.

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#26: Re: of scripts and compilers

by pushplay on 04/09/2002 04:54, refers to #25

WTF? No. Dude, you're running linux, n'est pas? gcc should be a program that came with it, type 'man gcc.' If you're running windows, then go get borland.

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#27: Re: of scripts and compilers

by Al_Capone on 04/09/2002 05:34, refers to #26

World Trade Federation ? No, I'm running windows, but what's this stuff here http://www.mame.net/compilewin.html

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