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Map Editing

by MitaMan on 09/07/2004 01:42, 27 messages, last message: 10/07/2004 18:23, 3061 views, last view: 05/18/2024 10:40

Hello fellow CUBERS, I have a few map editing questions. I'm beginning my 5th SP map and would like to try something different (if possible).

1. Is it possible to trigger a light on or off, (or just dim) like going into a room and the lights go out? (without resetting the map)
2. Can I use the "arch command" to make an upside down arch and place it on the floor? (think walking thru a pipe with the floor curved up and the ceiling flat).
3. Is there a way to make the "slope command" work on the ceiling, not just the floor?

Thanks for any feedback.
MitaMAN

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#1: oops

by MitaMan on 09/07/2004 01:44

Sorry, I wanted to put this in the "Map Editing" thread, not create a new thread. Silly me.
MitaMAN

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#2: answers

by j.c.d.p.c. on 09/07/2004 03:41

1. no. You may be able to script it if its a large light (delete it) but scripting stuff like that can be unstable, esp if the player loads or saves around that point.
2. nope, i think pushplays arch/hill prefab thingy can do it. or you can do it manually (select area, press H, then use 8 and 9 to change vertex height) but that would take a long time.
3. once again, i think pushplays thing might do that, but you might have to it manually (for ceiling make an arch and then use 8/9)

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#3: Re: oops

by spentron on 09/07/2004 06:21, refers to #1

1. Other than delete tricks, you can hide a light in a triggered solid. Trigger a recalc command along with it to update the new light (causes a hitch). But can only add light that way, etc.

2&3. make the arch, select the heightmapped area, and press h to change the map to floor. You can't have heightmapped floor and ceil simultaneously (there's an old discussion on this). A big example is the guts/alienfetii cave bowl in mm2, which included cutting and pasting quarter-pipes of both orientations, and arch-slice adjusted pastes for the corners. Slope is vice versa (e.g. Camera left area).

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#4: Re: oops, Thanks

by MitaMan on 09/08/2004 02:56, refers to #3

Hello Spentron,
Thank you, thank you, thank you! I did as you said (# 2 & 3) and it works great! This will give me many new ideas to use in my next map. I also did as you said using Bascules arch and hill config, creates some cool looking stuff. Still need to try the light in a triggered solid.
BTW, is Bascule still part of the CUBE scene? I don't recall seeing his name in the forum as of late.
Thanks again.
MitaMAN

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#5: ..

by pushplay on 09/09/2004 03:53

Wraping your head around the slopes is far and away the most difficult part of Cube mapping. Once you get it it seems obvious though.

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#6: Re: ..

by _enigma from linux on 09/09/2004 22:30, refers to #5

Yeah, it's difficult to determine which way a slope will go at first, but once you get it down it's easy :D.

Hey, how do you use bascule's hill config? I downloaded it, but I don't know what the alias/command is to use them.

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#7: Re: .hill.cfg readme.

by MitaMan on 09/09/2004 23:10, refers to #6

Hello enigma,
There should be a readme with the hill.cfg download but listed below is the important stuff. Hope this helps. BTW, have you checked out bascules gothic.cfg? Makes real nice arches.
MitaMAN

Author Bascule (bascule@quista.net)
Website [ C U B E ] ( T U B E ) (users.quista.net\ed.jo)
Filename(s) hill.cfg; ReadMeHill.txt (this file)

A Cube script/alias for generating a hill automatically.

To use, add the following line to autoexec.cfg:

exec data\hill.cfg

OR

open the console (default is ~ key) and type:

exec data\hill.cfg

THEN, in edit mode, select a square on the grid where you want the middle of your
hill to be and open the console and type 'hill n', no quotes required. n gives the
type of the hill, currently:

0 - special argument; deletes the hill previously created :)
1 - 8 x 8 x 2 high
2 - 8 X 8 x 3 high
3 - 8 X 8 x 4 high
4 - 12 X 12 x 2 high
5 - 12 X 12 x 3 high
6 - 12 X 12 x 4 high
7 - 16 X 16 x 3 high
8 - 16 X 16 x 4 high
9 - 16 X 16 x 5 high

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#8: map editing question

by jokayee on 09/22/2004 11:29

hey, i have a question.
I know its possible (because i saw it on the default map \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"zippie\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\") how do you make a bridge?

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#9: Re: map editing question

by j.c.d.p.c. on 09/22/2004 12:30, refers to #8

rtfm

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#10: Re: map editing question

by gabbabay on 09/23/2004 02:04, refers to #9

rtfm?

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#11: Re: map editing question

by j.c.d.p.c. on 09/23/2004 02:17, refers to #10

read the (f-star-star-star-ing) manual

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#12: more

by spentron on 09/23/2004 04:42

I have an editing page here: http://www.intergate.com/~spentron/cube/mm/editing.html ... but then both that and my Guide start off with the manual (cube\readme.html)

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#13: re: map editing question

by jokayeee on 09/23/2004 07:36

its not in the f***ing manual

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#14: ..

by tonyboy on 09/23/2004 07:50

hey yea!!! it's not. And in that one that spentron posted it says you cant. BUT LOOK AT THE PRESET MAP, ZIPPIE!!! its has two bridges. how the hell did he do it? you can select them either??? im confused

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#15: Re: map editing question

by j.c.d.p.c. on 09/23/2004 12:19, refers to #13

uhh... Insert entitie, mapmodel

A bridge is a mapmodel...
you can also go in the menu and go to editing, new entity, mapmodels, bridge

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#16: Re: ..

by spentron on 09/23/2004 12:20, refers to #14

My page isn't consistent. The manual includes, in "reference", the newent command and its argument mapmodel. But, in a programmer's reference format with no examples. You can get the entity to show in the editor by getting near those bridges. That's all I can type right now ...

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#17: Re: ..

by spentron on 09/23/2004 12:21, refers to #16

and yes it's also in the menus, basic version only.

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#18: new map

by m o s h a on 10/02/2004 02:29

Here are 3 new maps.The zip files include a discription.


SCREENSHOTS
------------------
______
1o1box
______
http://sola.giana-brotherz.de/Pictures/1o1box.jpg

http://sola.giana-brotherz.de/Pictures/1o1box2.jpg

_____
unreel
_____
http://sola.giana-brotherz.de/Pictures/unreel1.jpg

http://sola.giana-brotherz.de/Pictures/unreel2.jpg

___
fort
___
http://sola.giana-brotherz.de/Pictures/fort1.jpg

http://sola.giana-brotherz.de/Pictures/fort2.jpg


DOWNLOAD

1o1box -> http://sola.giana-brotherz.de/DATA/1o1box.zip

unreel -> http://sola.giana-brotherz.de/DATA/unreel.zip

fort -> http://sola.giana-brotherz.de/DATA/fort.zip

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#19: Re: new map

by j.c.d.p.c. on 10/02/2004 03:34, refers to #18

Fort was pretty nice. The WQD got a little high, but it was pretty good.

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#20: Re: new map

by rodneypayne on 10/02/2004 11:39

hey yea nice, what mod did u have on then? that weapon looked cool. oh and can anyone suggest some good mods? is there any out there with more than 4 weapons?

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