![]() ![]() ![]() ![]() D is the direction you want to cycle the textures (default: g + scrollwheel)Ĭhanges the texture on current selection by browsing through a list of texturesĭirectly shown on the cubes. N=2 push or pull a corner you are pointing at (hold Q).Ĭhanges the size of the grid. N=0 to push all corners in the white box (hold F). Towards you, 1 for away from you (default: scroll wheel). otherwise will create new selection.Ĭancels out any explicit selection you currently have (default: space). If cursor is in current cube selection, holding will move selection. if cursor is not on selection when turned on, moving ![]() The plane on which it will move on is dependent on which side of the selection your cursor was on when when on, it will move the selection (cubes not included) to another position. While in edit mode, physics & collisionĭon't apply (noclip), and key repeat is ON. You can select bits of the map by clicking or dragging your crosshair on theĬubes (using the "attack" command, normally MOUSE1), then use the commandsīelow to modify the selection. Switches between map edit mode and normal (default key: e). With entity attributes, as zero is always considered to be the first/default value, not 1. Please keep this in mind, especially when dealing Value is 0, the second is 1, the third is 2 and so forth. It is important to know that most start at zero (0) and count upwards from there. Sure, there's been quite a few really impressive maps done in Sauerbraten (far better and far more than I am aware of existing in the Quake 3 world), but if mappers would learn how to make geometry in dedicated modeling packages and not try to make everything out of brushwork, both Sauerbraten and (modern) Quake 3 derivatives would be a heck of a lot closer to "modern" standards.IMPORTANT NOTE: When dealing with array attributes (getting a piece of information from a set of values) There's a lot of geometry you simply can't do, or geometry that you can't do without resorting to what are basically hacks. That screenshot you posted was of Cube, not Sauerbraten, which uses quad trees, not oct trees (which means that, in Cube, you're basically limited to editing a heightmap that forms the floor and another that forms the ceiling.) Sauerbraten's oct trees are cool in that they allow you to quickly block out an area, but as soon as you try to do anything more than that, you start running into some serious problems. I have deleted the reference to TremZ which is pointless, not even for historical this is entirely the wrong thread to discuss the lineage of Unvanquished, but yes, that's pretty much right.Īs for TrenchBroom vs. Since TremZ seems to be a fork of Unvanquished, and now the engine has been changed to Torque3D and therefore not based on id Tech 3 nor related with Daemon, since (if the game released a day (ahem) ) data will not have nothing to do with Unvanquished. If the whole TremZ project is a fork of the whole Unvanquished project, is OpenWolf engine (the id tech 3 based OpenWolf, not the current) another name for Daemon engine, or are there was though an OpenWolf project which preceded? So if it happened the same thing about Unvanquished, I would not be surprised. We could find on the net information about OpenWolf before Unvanquished and Daemon, is that mean OpenWolf IS Daemon, but those who have forked kept the old name? I know another projet where one developer has forked it but keeping the name, so the new name is in fact the original project. Or the initial TremZ team became the current Unvanquished team, and when the name "Unvanquished" was given instead of the codename "TremZ", some people have decided to go their own way, using the codename as the official name to keep for them the growing reputation? So if I understand correctly, there was two simultaneous projects? It's difficult to understand all this, especially for those like me who do not read English natively! ) Also, ( your gallery?) was previously referenced as its own by. At the same time we read of people (developers, designers? ) saying "I left TremZ" when referring to Unvanquished. :DĪt the very beginning we read on the announcement about a future alpha which was never published on but was finally published on. ![]()
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