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Red Eclipse • View topic - Mapping, Tools, Importing

Mapping, Tools, Importing

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Mapping, Tools, Importing

Postby ShaneRoach » 01 May 2016 17:33

This is perhaps lazy of me, but I have to believe one could make a map in Blender and import it. I feel as if the tools in Blender might be handy.

In the process of trying to research this online, I began to hope against hope there was a repository somewhere of goodies and gadgets for Red Eclipse along with perhaps a tutorial. The best tutorial I have found so far is here.

https://www.youtube.com/channel/UCHqHm0 ... 8KNvDBq4hQ

Just sort of fishing for what I can find. If folks will let me, I would like to turn this thread perhaps into a collection of links for creating and modding maps, and perhaps even change it into a collection of links for creating and modding everything Red Eclipse related. The goal is to have all the information at hand in one place rather than scattered around the whole forum.

Thanks in advance for any energy you might be able to spare for this project.
They're bugs, Wyatt. All that smart talk about live and let live. There ain't no live and let live with bugs.
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Re: Mapping, Tools, Importing

Postby shirepirate » 01 May 2016 19:47

most of it is stuff you will learn once then learn to comeback to on your own after seeing or reading about it, i don't think there's any way you will be able to masterfully edit without first experiencing a lot of edit mode. the basics can be found in the "mapping" section of the wiki:
http://redeclipse.net/wiki/Main_Page
also, cube 2 editing is pretty much the same at it's core no matter what the game is, so the following sauer guides may be useful (there are differences, though):
https://www.youtube.com/playlist?list=P ... 0ScwF93lZ8

if you have a question about how to accomplish something specific in edit mode, there's usually someone who knows the exact answer, so simply ask here.

some more about the theory behind using the editing commands in the cube engine 2 and in general map design:
http://quadropolis.us/guides/basic_lighting
http://www.moddb.com/tutorials/lighting ... s-and-whys

http://quadropolis.us/guides/flow_and_layout
http://quadropolis.us/node/30

http://www.lunaran.com/page.php?id=187
http://www.lunaran.com/page.php?id=188
http://www.lunaran.com/page.php?id=189
http://www.lunaran.com/page.php?id=190
http://www.lunaran.com/page.php?id=191
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Re: Mapping, Tools, Importing

Postby Dziq » 01 May 2016 19:48

No way to make maps in Blender and use it in cube2 games. Game engine use octree rather than bath of triangles like blender do, I can't help with links because mapping here is easy and I'm never need any tutorials. Also edit coop sessions are the best for gathering info, usage, and editor possibilities.
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Re: Mapping, Tools, Importing

Postby ShaneRoach » 01 May 2016 21:35

They're bugs, Wyatt. All that smart talk about live and let live. There ain't no live and let live with bugs.
- Morgan Earp, "Tombstone"
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Re: Mapping, Tools, Importing

Postby shirepirate » 01 May 2016 22:56

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Re: Mapping, Tools, Importing

Postby ShaneRoach » 01 May 2016 23:06

They're bugs, Wyatt. All that smart talk about live and let live. There ain't no live and let live with bugs.
- Morgan Earp, "Tombstone"
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Re: Mapping, Tools, Importing

Postby qreeves » 02 May 2016 10:25

Xonotic uses a heavily modified Quake engine called Darkplaces, and they are in the process of porting to an XReal (Quake 3 based) engine called Daemon (as you probably know). The Cube family are their own breeds of engine, written completely from scratch around the premise of the rather than a format. Trying to port between the two would only ever yield suboptimal levels that require manual intervention because the two have different concepts the mapper has to be aware of, etc. This is not to mention the hard time converting long vertices to a proper cube with only 8 degrees of faceting (pushed/pulled corners).

The only things that could really be used across all engines are models and textures. High quality map models are in short supply, which is why I recently decided to port Nieb's ones from Tesseract, despite the fact most don't fit any existing maps (I am always hoping we can continue to evolve everything in the area of quality). Our maps have always been something that we constantly need to revise in order to bring up the overall quality/impression of the game, and I'll be the first to admit a lot of our stuff still looks pretty old.
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Re: Mapping, Tools, Importing

Postby ShaneRoach » 04 May 2016 20:11

I'm certainly not here to criticize. I have been playing a little the past few days and am happy to say playing Red Eclipse makes me a better TF2 player. LOL

Sheesh this game is fast...

I'm probably going to focus on Blender, and inasmuch as that means maybe I eventually am able to contribute better models that seems to be a good idea. Sorry I am not actually skilled as yet. I'm sure you see dozens of people like me come and go. But again I just want to thank you and this whole community for all the help. It's been refreshing. Asking "dumb questions" appears to be deeply frowned upon in the Arch community, and only barely tolerated in the pure Debian community, but I just have never been tempted by Ubuntu.

I assume the reason no one is interested in porting the whole shooting match to the Blender game engine is the lack of any networking? Seems everyone is forced to use Blender or some paid equivalent for models, and switching that route would likely permanently cure the map issue, but no networking and revamping all the map related stuff. I guess that is a lot more like a complete overhaul. But then to an extent so is using Tesseract, eh?

But whatever. I think I know the niche I want to try to fill. Now I just need to knuckle down and start learning it.
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Re: Mapping, Tools, Importing

Postby qreeves » 05 May 2016 02:17

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