ive tried to add an unofficial mapmodel into sauerbraten, now it takes the skin but it wont take any other command after it :S.
this is the md3.cfg file:
md3load coffin.md3 coffin
md3skin u_coffin "coffin.png"
md3spec -1
md3glow -1
mdlscale 200
mdlshadow 1
mdlcollide 0
i know to load a mapmodel by just pressing something like "/mapmodel 0 0 1 "mmdl/coffin"" to load the mapmodel...
any ideas why it wont load any other commands after md3skin? plz comment!
Anyone have any idea how to go about setting up a skybox in Photoshop so all the edges meet correctly and the resulting skybox looks correct?
I was quite shocked as i updated the bloodfrontier svn today. a great deal features has been removed like: sprint, doublejump, shell ejections, almost all maps deleted. can you tell me please, why had this to happen?
Hi guys,
After a long time without mapping i decided to start a new project.
I try to built a greek city, but the problem is , that i cant find a blue wood-texture (which is typical at greece).
I also thought of doing it myself, but i have no experience in creating textures and i dont know which programm i should use.
So it would be really nice, if anybody would have a blue wood-texture (like the wood-texture in sauer, just blue)
So thx by the way and greetings from Mysterious
I've been playing cube2 for a while now, and I was wondering. When playing online, a lot of the same maps are used on the servers.
In the "new content" section here on Quadropolis a lot of maps are available, yet most of these are not used during online play.
So my question is, who chooses which maps are used during online play, on the servers? Or are these just the maps that are in the default Cube2 distribution?
I have recently found makehuman and have been enjoying working with it.
http://makehuman.blogspot.com/
Does anyone have experience with converting the models to md5?
its just an idea, but wouldnt it be great if cube engine 2 (more specific, sauerbraten) has something like drag?
this could create a nice reality and would add a new layer of gameplay to it.
as example:
a map where players are navigating on a high bridge or on a tower -> add some drag to feel its like wind and some sounds of wind.
this could be nice to because it could give a constant pressure, what makes it possible to have a jumppad that gives a constant speed.
ive got some ideas to do this:
1. use a material for this. if your in the material, youll move a specific way. the parameters of drag on x y z axis could be like "/drag x y z"
2. use some modified waypoints. if a player gets close to them, they will follow those waypoints (a variant on that is, your still able to move around, your just getting "pushed" to the direction of the waypoint).
3. not original, just use jumppad to get this :S. its a very rough way to get such thing like drag (especially because you would still hear the jumppad sound).
comment if you got any more ideas about this, or if any other program running on cube engine (1 or 2) already has this feature...
We should get some maps for blood frontier, EVERYoNE READING THIS!!! GO DOWNLOAD BLOOD FRONTIER!!!!!!!!!!!!!!
I know i didn't post much, but that was all I needed to get my message out
After i started my New Map "urbania" , i had à Little problem :
i want an evening Sky but havent Found any good one :(
the Sky should have à Sun but à evening Sun , it should fit to à City-themed Map.
If anybody Wants to See the Layout ( to get à First Look ) we can arrange à meeting at à server .
Hope theres anybody out there who is able to help me :)
I would like to ask all who regularly critique maps to list a fair amount of *Original* themes that could be used for map making.
Please and thank you.