home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Multiple questions.

by sinware on 01/17/2005 14:52, 11 messages, last message: 01/19/2005 13:56, 1947 views, last view: 05/05/2024 02:51

Hey there all, I\'m planning on making a high-speed game on the Cube Engine, fast music, fast gameplay etc.

But anyway, I was wondering if there are resource-websites for Cube?
Like tutorials etc?
I only found a few map sites, and 1 resource website from DCP.

I also wanted to know how I can use MD2 models, how the skin-system of it works, and how I can convert other models to useable Cube-models.

Some remaining questions:
* How large can the textures of walls/ground/etc be? (512x512?), and how do I get that working?
* Whats the Max texture-size of the \"sky\"(arround the level)
* Is there also a Poly-Max. on models?

I really appreciate help with this, because I really have great idea\'s for my \"Game\".
Can\'t wait to get the max out of the (allready-groovy)-engine.

Jeroen S. a.k.a. Sinware

   Board Index   

#1: ..

by tentus on 01/17/2005 15:17

>But anyway, I was wondering if there are resource-websites for Cube?
>Like tutorials etc?

You could check the cube wiki, and read read read this forum. It's very informative.

> How large can the textures of walls/ground/etc be? (512x512?), and how do I get that working?

512x512 is already huge, I doubt that you need to go beyond that. Remember that a single cube is 32x32.

> Whats the Max texture-size of the "sky"(arround the level)

The skybox? Err, I've never expirimented with skyboxes, aside from a very generic one i made in Terragen. I suppose you could make it 512x512, but 256x256 works great (unless you use a zoom. Oh well.)

> Is there also a Poly-Max. on models?

I think there is some hypothetical 6000 vertex max on MD2, but you are INSANE if you come even close to that. The most detailed MD2 I ever saw (to my memory, but Orb2004 may prove me wrong) had 1500, and it ate performance like nothing else.

If you need any map models or modelling bases feel free to download my MOD ( ftp://152.7.65.230/LOZ-Cube/ ) and use any of my stuff. Also feel free to ask me for a specific model, I'm glad to help a fellow MODer. I work quickly on simple models (ask DCP for high-res models, he's _GOOD_ at them.)

reply to this message

#2: .

by Sinware_2 on 01/17/2005 16:31

Thanks man, another step closer to a cool mod :)

>512x512 is already huge, I doubt that
>you need to go beyond that. Remember
>that a single cube is 32x32.

so textures of 64x64 will be resized to 32x32?
Or am i seeing this wrong?
Sry, really dont have experience with this engine right now (But im boosting my knowledge every hour i browse :p

reply to this message

#3: ..

by makkE on 01/17/2005 16:40

md2 has a poly limit of 4096.
md2 can only have one material (one skin.jpg)
Always try to keep polycount low, as a guideline, cubes weapons have a max of 300 polys (the rifle) and mapmodels are about up to 200 I believe.. characters are about 600 polys I think...
You can´t build too complex stuff with md2 anyways, the vertex data is compressed, so tiny shapes for example will get crippled to some extend.

Any texture that has powers of 2 will work, although modern gfx cards can handle up to 2048x2048 (afaik), don´t go beyond 512x512 (unless very special cases, maybe) same goes for skyboxes.
Note that textures bigger than 256x256 will cause incompatibilities with voodo-based cards.
You can also do textures to fit a certain area, like 64x128 would cover a 2 cube high and 4 cube wide area..

Use milkshape3d to convert models, when doing so, be sure to add a joint to it and assign all vertexes, otherwise it won´t export to md2.

BTW: "making a high speed game" I wonder how fast you want to get, considering that cube is already damn fast. ;)
Keep in mind that the faster the game, the more space you´ll need in a map to enjoy gameplay. And Cube is somewhat limited in map size (unless you want maps to crawl at 20 fps on an average computer...)

reply to this message

#4: ..

by makkE on 01/17/2005 16:41

32x32 will cover one cube, 64x64 will cover 2x2 cubes..

reply to this message

#5: ..

by Sinware_3 on 01/17/2005 16:52

A thanks man, now I understand :D

High-Speed: I mean, quake3 speed, like the 'normal' speed of cube now, hehe

But cool that i can use 512x512 and stuff, I'm so feaking happy right now :x

reply to this message

#6: ...

by Sinware_4 on 01/17/2005 23:59

Is there a way to make the cubes 64x64?

I mean, the normal size, but that you can put a 64x64 texture on a 32x32, which would be twice as beautiful (that should be possible right?)

I'm not making gigantic maps, so the computer shouldn't have any trouble with it, i hope the ngine would neither.

reply to this message

#7: Re: 32 -> 64

by tentus on 01/18/2005 02:03, refers to #6

I don't think so. Really, the textures look fine even up close- I don't think anyone actively playing a combat based game would notice the difference, other than extra pain on their hardware.

@ makke- Cube's plenty capable of supporting large maps, even on below-average hardware. It's a matter of mapping on the grid and judicious use of mapmodels and solids.

reply to this message

#8: ..

by sinware_5 on 01/18/2005 09:00

Yeah ok, but I just want to give it that little extra..
I add bump-mapping (pre-bumpmapped textures) to my game, but @ 32x32 they are not so beautiful, 64x64 would be great.

All I want to know if it can be done, and if so, how it can be done..
Just to look how it looks, and how computers and the engine handle it..

reply to this message

#9: ..

by makkE on 01/18/2005 12:01

tentus: yes, you are right, I should have said large open maps.. of course, with enough solids you can map any size..

sinware : you´ll have to code that.

reply to this message

#10: ..

by makkE on 01/18/2005 17:26

you don´t need to open another topic for that..
you can code that, but don´t ask me how, I am not a coder..

reply to this message

#11: Re: ..

by tentus on 01/19/2005 13:56, refers to #10

Go looking in... I guess worldrender.cpp. It's not something that I've ever messed with. All my coding attempts have been focused on weapon.cpp and monster.cpp (not that any of them were successful, I really need help)

reply to this message

   Board Index   


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
53865322 visitors requested 71640468 pages
page created in 0.018 seconds using 10 queries
hosted by Boost Digital