Wishlist for 1.3

Re: Wishlist for 1.3

Postby KaosC57 » 22 Mar 2012, 19:02

i can easely pull 100 to 150 fps on max grapics eventualy i will be buying a 560 Gtx and then im thinking i will get upwards of 300 fps and i before had a 8800 gt max graphics no problem and before that i had a 7300 Le max graphics were a little bit of an issue but i was pulling 60 fps still with the 7300.
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Re: Wishlist for 1.3

Postby inpersona64 » 22 Mar 2012, 23:05

KaosC57 {l Wrote}:i can easely pull 100 to 150 fps on max grapics eventualy i will be buying a 560 Gtx and then im thinking i will get upwards of 300 fps and i before had a 8800 gt max graphics no problem and before that i had a 7300 Le max graphics were a little bit of an issue but i was pulling 60 fps still with the 7300.

I have 6150LE so yeah you know its crappy :P i figure 9800 should be a nice step up from what i'm using right now (I get an average of 60 when I play, 30 when recording).
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Re: Wishlist for 1.3

Postby S.E.S » 17 Jun 2012, 16:38

1. Texture animations ("P.A. Sandbox" like).
2. Leaves particle ("P.A. Sandbox" or "Alien Arena" like).
3. Feather particle (similar of "Leaves").
4. Bots support for Time-Trial (bots non-works in this mode in this moment?).
5. Static spark for lighter-fx (Spark without animation).
6. More variables for Actor-Grunt:
a. Behaviour variables:
- Go to pointstats and patrol in radius (defend sub-mode).
- Camper mode.
b. Non-jump mode.
7. Load/Save map fragment (select area).
8. Copy select area with use correct texture positions (texture scroll).
9. Thumbs for models.
10. Fixed feature/bug for "Copy select area" with non-current grid/cube size.
11. Fixed "shaders on" in "Options menu".
- Non-worked from menu (work only from console). Maybe, only in Linux/distributive/build/drivers problem?
12. Autowaypoints ("Assault cube" like) if needed.
13. Non-shaders/shaders trigger for "Edit mode" (without change in main mode).
- Actually for texture position editing (Non-correct view without re-calculate Lights).
(Maybe add to full-Lights mode only?)
14. "Mirror" material?
15. Remove "Tips message add" from "texturecull" command or warning/select menu for added "Tips".
16. Added "texturecull" to edit menu.
17. Added specific water variables sub-menu (vertwater, caustic). Maybe, presets for water.
18. Particles custom skins. Maybe, only for maps used (non-gameplay used)?
19. Normal menu for skyboxes with all skyboxes list.
20. Maybe, added checksum in map format (optional).
21. Reload animations for Rocket launcher (in "Ballistic" mode).
22. Animations for Strike in time-trial mode.
23. Voice messages for bots (optional).
24. Support custom skins for Actors (grunt, turret).
25. Save video for slow-computers (maybe, with warning-message or special command?).
Maybe, convert from demo?
26. Textures for "Kappa" and "Gamma" teams logo.
27. Anaglyph mode in Options menu (maybe, and postfiltering).
28. Speed test for engine?
29. Demo menu.
30. Guide demo with game tips ("AC" or "UT" like). Maybe, demo for editing mode (If possible)?
31. Playlist for soundtracks ("World of Padman" like).
32. Support for campaign-map creations:
a. Select in map menu.
b. Complete map variables.
c. More actors (Maybe, add "Spider" and "Barrels"?).
d. Support triggers-used for bots (Actually and for normal maps).
33. Included guide docs and edit reference in game archive ("Sauer" like).
34. Particles menu with thumbnails and presets.
35. Maybe, group for specific textures in menu (vegetation, walls, etc...).
36. Menu for sound with shortly comments.
37. "Install-to-flag" mode (similar of "CS" bomb-mode) with survivor mutator?.
- Very actually and needed for more people.

##. Fixed Arid to Arid2 or other skybox for institute map in svn.

Sorry, my English language is very-very bad :(
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Re: Wishlist for 1.3

Postby ZeroKnight » 17 Jun 2012, 22:31

S.E.S {l Wrote}:1. Texture animations ("P.A. Sandbox" like).
2. Leaves particle ("P.A. Sandbox" or "Alien Arena" like).
3. Feather particle (similar of "Leaves").

The closest there are to texture animations ATM are making textures scroll with vscroll. There are textures meant specifically to be scrolled, and there's nothing stopping anyone from making their own textures. As far as whether or not animated textures are possible for this engine anytime soon, is anyone's guess.

S.E.S {l Wrote}:4. Bots support for Time-Trial (bots non-works in this mode in this moment?).

Why would you want to play time trial with bots? The purpose of TT is to go against other people...

S.E.S {l Wrote}:6. More variables for Actor-Grunt:
a. Behaviour variables:
- Go to pointstats and patrol in radius (defend sub-mode).
- Camper mode.
b. Non-jump mode.

More things for the Onslaught AI would be neat, but they're not really smart enough to effectively defend anything, and I don't like the sound of "camper" anything. Non-jump mode wouldn't be all that great, as it would probably render 90% of maps generally unplayable with Onslaught as they wouldn't be able to get anywhere.

S.E.S {l Wrote}:7. Load/Save map fragment (select area).

How exactly does one save...part...of a map?

S.E.S {l Wrote}:8. Copy select area with use correct texture positions (texture scroll).

Non-relative texture positions would be absolutely wonderful. I hate having to realign and flip textures when I want the same thing somewhere else. It drives me crazy.

S.E.S {l Wrote}:9. Thumbs for models.

Uhhh, they do? Not sure how you missed 'em...

S.E.S {l Wrote}:10. Fixed feature/bug for "Copy select area" with non-current grid/cube size.

No clue what you're asking here, man. If you're referring to changing the scale of what you have copied when you change your grid size, that's an intended feature.
If you need to align a paste to a smaller grid size, then copy the original selection with the necessary grid size.

S.E.S {l Wrote}:11. Fixed "shaders on" in "Options menu".

- Non-worked from menu (work only from console). Maybe, only in Linux/distributive/build/drivers problem?[/quote]
I could be wrong, but if your hardware doesn't fully support shaders (or well enough), then I don't think this option can be changed without using shaders 1 in the console. Don't quote me on this.

S.E.S {l Wrote}:12. Autowaypoints ("Assault cube" like) if needed.

What's so difficult about making your own? It's better that way, as you can create intended paths around your map for the AI. Letting an automated process do that could not only produce unintended or unsatisfactory results...but is pretty lazy :/

S.E.S {l Wrote}:13. Non-shaders/shaders trigger for "Edit mode" (without change in main mode).
- Actually for texture position editing (Non-correct view without re-calculate Lights).
(Maybe add to full-Lights mode only?)

You can do that yourself with this:
{l Code}: {l Select All Code}
editbind <KEY> [ if ($shaders) [shaders 0] [shaders 1] ]

There is a "full lights" mode. It's called fullbright. You can toggle it in editmode with B

S.E.S {l Wrote}:14. "Mirror" material?

Sounds interesting.

S.E.S {l Wrote}:16. Added "texturecull" to edit menu.

May as well, since most everything else is.

S.E.S {l Wrote}:17. Added specific water variables sub-menu (vertwater, caustic). Maybe, presets for water.

Again, may as well. Would probably be useful.

S.E.S {l Wrote}:18. Particles custom skins. Maybe, only for maps used (non-gameplay used)?

You wouldn't be able to restrict it to being "map-only", as any vars that can be set on a per-map basis can be set globally at any time.

S.E.S {l Wrote}:19. Normal menu for skyboxes with all skyboxes list.

Same as the other Edit GUI responses

S.E.S {l Wrote}:20. Maybe, added checksum in map format (optional).

You mean like a hash to check the legitimacy of the map? I don't know if it uses checksums/hashes, but the server DOES know if a player is using a different/modified version of a particular map. That, and you can always use third-party checksum software to generate your own keys for your maps

S.E.S {l Wrote}:21. Reload animations for Rocket launcher (in "Ballistic" mode).

I don't think this is a priority, due to the possibility of the RL being re-modeled. That, and the only time you NEED to reload the RL is in the god-awful ballistic mutator, and with modified weapons.

S.E.S {l Wrote}:22. Animations for Strike in time-trial mode.

Again, the actual "melee" weapon is rarely used anywhere else, save for one certain occasion, not including modified vars. It's not really a priority. Though you're welcome to try yourself, if you know how to model.

S.E.S {l Wrote}:23. Voice messages for bots (optional).

NO! The spam would be immense, and it would quickly get annoying; so much so to the point that pretty much every server would disable it given enough time anyway. NO PERSONIFYING BOTS!

S.E.S {l Wrote}:24. Support custom skins for Actors (grunt, turret).

Interesting, but definitely not a priority. That's something you'll have to mod in yourself if you want it.

S.E.S {l Wrote}:25. Save video for slow-computers (maybe, with warning-message or special command?).

Maybe, convert from demo?[/quote]
If you've got a slow computer, you're not going to be able to record gameplay, ever. Face it.

S.E.S {l Wrote}:26. Textures for "Kappa" and "Gamma" teams logo.

I have personally requested this myself, and would love to see this. I know exactly the textures you're referring to as well.

S.E.S {l Wrote}:27. Anaglyph mode in Options menu (maybe, and postfiltering).

Not entirely sure what you're asking for, but there's a hidden post effects menu that you can show with showgui postfx

S.E.S {l Wrote}:30. Guide demo with game tips ("AC" or "UT" like). Maybe, demo for editing mode (If possible)?

There's actually a group of players working on something very similar to what you're talking about, though not for edit mode. There's lots of editing tutorials and tips scattered across the forum. Look around!

S.E.S {l Wrote}:31. Playlist for soundtracks ("World of Padman" like).

I'm not familiar with the music variables, but I KNOW that you CAN change how the songs are looped, played and chosen. Look through the vars, I don't know that one, unfortunately :( Though I do know that it IS there.

S.E.S {l Wrote}:32. Support for campaign-map creations:
a. Select in map menu.
b. Complete map variables.
c. More actors (Maybe, add "Spider" and "Barrels"?).
d. Support triggers-used for bots (Actually and for normal maps).

Campaign is an iffy topic. Search the forum, there's a big thread about it.

S.E.S {l Wrote}:33. Included guide docs and edit reference in game archive ("Sauer" like).

Documentation is left pretty much up to us, the end users. The 2 main devs can only do so much, and they'd rather get contents and updates out. I don't fully agree with the lack of documentation, but it is what it is. When you're in a FOSS community, the community has to give too.

S.E.S {l Wrote}:34. Particles menu with thumbnails and presets.

What do you mean? You keep mentioning particles, but I don't think that's something you can control o_O

S.E.S {l Wrote}:35. Maybe, group for specific textures in menu (vegetation, walls, etc...).

You could do that yourself if you felt like getting your hands dirty with some CubeScript GUI code.

S.E.S {l Wrote}:36. Menu for sound with shortly comments.

Why?

S.E.S {l Wrote}:37. "Install-to-flag" mode (similar of "CS" bomb-mode) with survivor mutator?.
- Very actually and needed for more people.

Yeah, I've got no clue what you mean here. Sorry.
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Re: Wishlist for 1.3

Postby S.E.S » 17 Jun 2012, 23:48

ZeroKnight wrote:
The closest there are to texture animations ATM are making textures scroll with vscroll. There are textures meant specifically to be scrolled, and there's nothing stopping anyone from making their own textures. As far as whether or not animated textures are possible for this engine anytime soon, is anyone's guess.


Texture animations in example of "P.A.Sandbox" (cube engine based) is non-scroll type. Animations like. One texture - one still/frame. In example uses cube script.

ZeroKnight wrote:
How exactly does one save...part...of a map?


Selected area (copy fragment like).

ZeroKnight wrote:
What's so difficult about making your own? It's better that way, as you can create intended paths around your map for the AI. Letting an automated process do that could not only produce unintended or unsatisfactory results...but is pretty lazy :/


Hand-build way for waypoints is true way. Autowaypoints maybe need, maybe not...


ZeroKnight wrote:
S.E.S wrote:
34. Particles menu with thumbnails and presets.

What do you mean? You keep mentioning particles, but I don't think that's something you can control o_O


Thumbnails for presets and possible variables.

ZeroKnight wrote:
S.E.S wrote:
36. Menu for sound with shortly comments.

Why?


Comments - short description of sound.

Example:

Soundfx menu:

"Noise - noise of diesel generator."
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Re: Wishlist for 1.3

Postby TristamK » 18 Jun 2012, 00:18

1) advanced graphics options in menu . i mean like /texreduce command ect
2) in quake live i can change all enemy's to 1 skin and 1 color . Also i can change some color on weapons . For example i can did all enemy's nades with green colour , teammates - red and my blue . How about did something like that ? for ex. i can did all enemy's with gold color and add glow effect to their models .

Also some suggestions (i maybe write that on forum 0_0) . will be VERY good if 7) will be created . that can help a lot in trial .
{l Code}: {l Select All Code}
1) Shootable triggers . example - in quake you shot the door -> door is opened . I want see something like that in RE
2) destructible inviorments (boxes ect.)
3) possibility to link particles and players spawnpoints
4) possibility to change time and speed of particles animation
5) How about some new particles , mapmodels , textures ?
6) I can not turn the door and the fan horizontally
7) when i play i want see my legs and body . like in mirrors edge maybe
8) How about VOIP ? or including in game some VOIP programs ?
9) volumetric fog . Or for-particles with with the ability to change direction and speed .
10) I want see my accuracy in RE . For example - in quake live when i press "I" i see weapon and my accuracy with that in percents .
like that maybe http://bit.ly/MXgIXA . also quake live have a smaller menu like that . where i can see only MY accuracy
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Re: Wishlist for 1.3

Postby Dratz-_C » 18 Jun 2012, 03:01

These are some requests for any future version of Red Eclipse. Please forgive me if any of these already work.

I------Robust copying and pasting support in the editing GUI.
----A----Copying and pasting with the transmission of the texture attributes, scale, alignment, scroll, color, blending, et cetera.
----B----Copying and pasting orientation from a grid size to another.
----C----Copying and pasting scale from a grid size to another.
----D----Copying and pasting from one map into another.
----E----Copying and pasting with the (Windows-style) control and shift modifiers allowing the use of shapes departing from the normal individual rectangular prism. Holding control keeps a selection while adding the selection of 1 or more possibly noncontiguous areas. Holding shift keeps a selection while adding the selection of 1 or more possibly noncontiguous areas and the possibly diagonal lines of cubes between each advancing pair of their mutually facing borders.

II-----Robust texture blending support in the editing GUI.

III----Robust particle support in the editing GUI.

I do have some thoughts on these requests. Copying and pasting at its best can facilitate good map making but at its worst can monotonize a map, thus we would have to use it with care. The three of these requests might have more to do with the Cube 2 engine than with the Red Eclipse game; accordingly, please let me know if this the case so I can contact the right party about them.

Cheers
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Re: Wishlist for 1.3

Postby jboakajnosko » 18 Jun 2012, 03:03

Things I would like to see:
1) A full list of entities in the ents gui
2) Destructible mapmodels
3) A playermodel preview
4) Slightly longer sword range. I find that I literally have to be touching the bots to land a hit, and it's practically impossible to land a good hit on a bot; it makes the sword suck. (I will have a longer range sword in a hudgun set that will hopefully be finished in a couple of months...WOOT!)
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Re: Wishlist for 1.3

Postby Boognish » 18 Jun 2012, 04:18

1. A "Trapdoor" mapmodel. Kinda like the first door mapmodel, but on its side.
2. A type of clipping where it disables wallrunning and passing through. Helpful so that we dont have players wallrunning on invisible walls.
3. Better textures... especially for caves. A lot of the cave textures are very repetitious.
4. Elevators... I know this probably wouldnt be possible, but it would be awesome! Even if we had to stick with mapmodels.

ooh ooh WAIT 1 more thing!

Slippery surface clip! I can think of 1000 uses for this. Literally 1000!
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Re: Wishlist for 1.3

Postby greaserpirate » 19 Jun 2012, 04:15

Boognish {l Wrote}:
Slippery surface clip! I can think of 1000 uses for this. Literally 1000!


I agree! We already have /floorcurb, so it shouldn't be too hard to make, but I really like the idea of slippery surfaces. Maybe it has something to do with playing this game when I was really young... Imagine having something like the that in Red Eclipse! It definitely makes sense for time-trial, but I can see it being used in a lot of different situations too.

<sudden nostalgia overdose>

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Re: Wishlist for 1.3

Postby ZeroKnight » 19 Jun 2012, 05:01

S.E.S {l Wrote}:Texture animations in example of "P.A.Sandbox" (cube engine based) is non-scroll type. Animations like. One texture - one still/frame. In example uses cube script.

I didn't ask you for examples...I knew what you meant. Please re-read what I said. Usually deeper changes to the engine itself for a questionable feature are put very low in the tracker, if not shrugged off entirely.

S.E.S {l Wrote}:Selected area (copy fragment like).

Again, I'm not asking for your interpretation. I was more asking rhetorically, as the idea of writing only part of the map to disk is a bit absurd.

S.E.S {l Wrote}:Hand-build way for waypoints is true way. Autowaypoints maybe need, maybe not...

I really doubt it's a question of "maybe"...sure, someone could auto-generate waypoints for a map, but if they turn out glitchy or sucky, then most people would probably avoid that map. Why go through the hassle?


S.E.S {l Wrote}:Thumbnails for presets and possible variables.

You've misread me again. I know what you meant by a preview menu. What I'm asking you, is what do you mean exactly by "particles"? The only "particles" referred to in Red Eclipse that I know of are made of a single graphic that spews out of gunshots and entity spawns...I can't even think of anywhere else they're used other than those two places, and most likely hard-coded and uncontrollable by variables. Why would we need a menu for a single graphic that we cannot control?
Unless you're referring to something else when you say "particle"?

S.E.S {l Wrote}:Comments - short description of sound.

Example:

Soundfx menu:

"Noise - noise of diesel generator."

*sigh* I'm not asking what you mean. I didn't even say "what". I'm asking why would we need a menu for sounds with descriptions? If you're referring to the editor, and placing ambient sounds, just scroll through the entity's sound attribute and listen yourself...
This is quick, easy, and efficient. You just have to hold a number and scroll the mouse wheel. No need to waste time thumbing through GUI's.
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Re: Wishlist for 1.3

Postby Korsi » 19 Jun 2012, 17:06

A gui for administration that would have:
-an easy way to change team of a player and force him to stay there
-button for automatic team balance by score
-button for kick
-button for ban, also little after player has left. Could remember the last messages?
- button for mute
-possibility to make server record a demo of player

Also nice features would be:
-"guid" for authing as admin
-Some kind of skill counter based on guid. Could be used for balancing teams.
-banning and kicking messages in log files would include _who_ banned whom
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Re: Wishlist for 1.3

Postby VooDSter » 25 Jun 2012, 10:56

Can you implement "cancel" button when map is loading? And fix sorting maps please, it does not work correct, you press "maxplayers" and nothing happens. Thx. ;)
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Re: Wishlist for 1.3

Postby TristamK » 25 Jun 2012, 18:36

1 Will be a nice to see loading map screen like in quake live
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Re: Wishlist for 1.3

Postby 4rson » 25 Jun 2012, 18:40

Some way of copying textured geometry to a library of primitive objects. To be useful this would require textures to be automatically offset and rotated to accommodate for translation and rotation of the stored geometry.

More textures. More base textures like futuristic looking bricks and tiles would be useful.

Better terrain height-mapping. Specifically, it would be useful to be able to smooth a region of terrain, limiting the second derivative of the surface, and making the borders continuous with the surrounding terrain as much as is possible.

I will have a look into the last one myself, but I found the lack of comments and rather concise coding style in octaedit.cpp a bit off-putting.
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Re: Wishlist for 1.3

Postby greaserpirate » 25 Jun 2012, 19:26

4rson {l Wrote}:Specifically, it would be useful to be able to smooth a region of terrain


You can hold down "B" and scroll in heightmap mode (activated by the "H" key) to change the heightmap brush, and there' are some for smoothing. Hope this is helpful.

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Re: Wishlist for 1.3

Postby 4rson » 25 Jun 2012, 20:16

greaserpirate, the problems I have with using the height-mapping tool is that it is rather difficult to get a result that is both smooth (no sharp points), and fits well around existing geometry. The requirement to make the mesh align at the edges of the selection is particularly important. I was thinking that it might be possible as a kind of iterative optimisation of the vertex heights with a weighted cost function made up of the sum of differences between the vertex heights and previous heights, the absolute value of the second derivatives at each vertex, and the discontinuities at the selection border. However, if there is an existing way of doing this that I am missing, I would love to hear about it. I spend far too much of my mapping time at the moment fixing ugly bits in height maps.
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Re: Wishlist for 1.3

Postby Fallen » 25 Jun 2012, 20:24

In 1.3 I will be glad to see any option to control player's camera (it will be cool for campaings), add more enemies, and maybe new weapon/s (maybe smth wich will connect mele weapon with laser-gun or hoever it's called like in Xonotic?)?
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Re: Wishlist for 1.3

Postby arand » 25 Jun 2012, 20:47

Korsi {l Wrote}:(...)
-possibility to make server record a demo of player
(...)

{l Code}: {l Select All Code}
/recorddemo 1
/stopdemo
/getdemo

(Needs to be started before match start)
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Re: Wishlist for 1.3

Postby 4rson » 25 Jun 2012, 22:26

greaserpirate {l Wrote}:
You can hold down "B" and scroll in heightmap mode (activated by the "H" key) to change the heightmap brush, and there' are some for smoothing. Hope this is helpful.


Incidentally, this just toggled fullbright for me so I had to use selectbrush to get the desired effect. Is this a problem just with my setup?

Having played around a bit with the smoothing brush, that gets quite close to what I'm looking for, and makes it easier to keep continuity at the edges of the selected area. However, it still usually results in fairly jagged looking results.

Is there any easy way to fix the heightmap artifacts you get when changing textures or geometry on a previously heightmapped area with a smaller cursor size?
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Re: Wishlist for 1.3

Postby Boognish » 25 Jun 2012, 22:35

@4rson

I almost always make my own heightmaps. (Just smooth everything out with the "q" key or middle mouse button.) It looks better that way, and it does not go unnoticed.

To answer your question though, no. There is no way to automatically smooth out surfaces. Heightmap is primarily used as a quick way to make quick valley/mountainous terrain or for bumping out terrain.
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Re: Wishlist for 1.3

Postby qreeves » 26 Jun 2012, 01:31

4rson {l Wrote}:Some way of copying textured geometry to a library of primitive objects. To be useful this would require textures to be automatically offset and rotated to accommodate for translation and rotation of the stored geometry.

Will possibly be coming to the Cube Engine in general soon. See: http://cubeengine.com/forum.php4?action=display_thread&thread_id=2542

4rson {l Wrote}:More textures. More base textures like futuristic looking bricks and tiles would be useful.

You're welcome to find some that fit our licensing requirements (CC-BY-SA or better) and suggest them for inclusion.

4rson {l Wrote}:Better terrain height-mapping. Specifically, it would be useful to be able to smooth a region of terrain, limiting the second derivative of the surface, and making the borders continuous with the surrounding terrain as much as is possible.

As Boognish suggests, the best way to do this is bump it out quickly with the heightmap tool, then go back and fix it with the cornering tool (Q+scroll).
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Re: Wishlist for 1.3

Postby TristamK » 26 Jun 2012, 09:58

You're welcome to find some that fit our licensing requirements (CC-BY-SA or better) and suggest them for inclusion.

Like this for example http://trak.mercenariesguild.net/node/3 ?
Sorry for my bad English. Sometimes i use google translator.
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TristamK
 
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Re: Wishlist for 1.3

Postby qreeves » 26 Jun 2012, 10:18

TristamK {l Wrote}:
You're welcome to find some that fit our licensing requirements (CC-BY-SA or better) and suggest them for inclusion.

Like this for example http://trak.mercenariesguild.net/node/3 ?

Well, yes, but I think you'll find we already have most of TRaK's textures in RE.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
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qreeves
 
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Re: Wishlist for 1.3

Postby TristamK » 26 Jun 2012, 10:29

qreeves {l Wrote}:
TristamK {l Wrote}:
You're welcome to find some that fit our licensing requirements (CC-BY-SA or better) and suggest them for inclusion.

Like this for example http://trak.mercenariesguild.net/node/3 ?

Well, yes, but I think you'll find we already have most of TRaK's textures in RE.

Yes , but that a example ,right :) ? I haven't downloaded these sets. Maybe they have some textures that are not included. Also i find 2-3 textures with with CC-BY-SA lisence . Later I will post links to them here
Sorry for my bad English. Sometimes i use google translator.
The official group of the Cube 2 Sauerbraten and Red Eclipse in vkontakte -> https://vk.com/cube_engine_news - VK support English too ;) . Also you can find all news about Cube 2\Red Eclipse in this group too
Topic with FULL information about Time-Trial . All maps , video , tutorials here . Also here you can see all best times on maps .
My youtube chanel
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TristamK
 
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Location: Belorus

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