windastella | 2014-06-04 00:11
OS: Hwep and Vwep Assault-Rifle
18
points ]
 (2 votes)
Open source hudguns to show the use of bone and tag for hweps and vwep.
OS: Hwep and Vwep Assault-Rifle
Assault-Rifle-by-mrpoly.zip (2.01 MB)
Pyccna | 2014-06-03 01:15

THE POOR MAN’S GUIDE TO CREATING HUDGUNS
This guide goes over how to create a simple hudgun for Sauerbraten.

I. Whatchu’ Need
II. Building Your Mesh
III. Mesh Revision
IV. Texturing
V. Export

I. Whatchu Need
For this simple guide we’ll be using Sauerbraten, Blender and Noesis (unless your Blender/3D Modeler supports MD5). Easiest step.

II. Building Your Mesh
Now you’ll need your imagination, or an idea.
1a. Build your model in sections in Sauerbraten to later be arranged in your 3D Modeler.
1b. Build your entire model in Sauerbraten.
Here is an example from one of my older projects.
2. Delete the floor beneath your model (I like to replace it with a clip volume)

Am0xity | 2014-06-02 22:00
Splashy Gui Mod
5
points ]
 (1 vote)
A new look for Sauer
Splashy Gui Mod
splashy gui 2.zip (48.07 KB)
kirby | 2014-06-02 12:54
Sauerbraten (Collect) - EnahncedOptions
2
points ]
 (1 vote)
EnhancedOptions - A gui to enhance the game performance easily and simple.
pix | 2014-05-25 21:49
hansa
26
points ]
 (4 votes)
A WIP map meant for 2on2 teamplay.
hansa
hansa.zip (384.61 KB)
Pyccna | 2014-05-15 01:47

An idea I had a while ago; a semi-monthly Quadropolis challenge to get some action flowing! These challenges will range from straight-forward mapping, to skybox challenges, to even totally obscure scripts.

THIS MONTH'S CHALLENGE:
Since this is the first installment, I'll keep it straight forward:

BUILD A MAP THAT IS OFF-KILTER

Rules:
Map must be of your own creation (ofc)
A majority of the map must be off-kilter (slanted)
Map MUST be under 200k WTR
Please try to avoid adding custom content to you maps, because my internet is crap & I might not be able to download if your zip is over 20mb.

Pyccna, I want to participate... how daphuq do I get in on dis sheit?
Just comment below saying you want to participate, & you're in. Whoopdee-doo.
Post your entry on a node, or just link it from this node in a comment, with the title "PycChal May: [map name]"

Challenge ends MAY 31ST
Good luck!

Current Participants:
-------------

Fatality | 2014-05-14 01:01
Cartel
50
points ]
 (6 votes)
A teamplay/FFA map
Cartel
cartel.zip (2.32 MB)
Lord Kv | 2014-05-06 12:37
Light shaft shader
72
points ]
 (8 votes)
Post FX that renders light shafts
lightshaft.cfg (7.18 KB)
rabe | 2014-04-26 18:05

The Basics of Lighting

Lighting is one the most important parts in mapping for Cube 2. This article is directed to new mappers, who are not yet familiar with the very basic aspects of lighting. Most of it should apply for other Cube-Engine-based games (the default keys may differ, though).

First I will introduce some basic commands, then I will explain the most important general light settings of a map. The following part deals with the usages of light entities. The last part contains some thoughts about the lighting-tab of the ingame menu.
The are way more commands and features which are involved within the lighting of a map, but I'll come to that later.

I. Basic commands
Aikim | 2014-04-25 04:37
Deathflow
29
points ]
 (7 votes)
Deathflow ffa/instagib and Remaked map
Deathflow
Deathflow.zip (505.48 KB)
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