![]() ![]() "presets (creates a menu pop up that shows (like the model menu) saved copy buffers (ie a sphere, a column, etc - basic shapes (these could be saved somewere in the sauer direct as *.pst or w.e.), allow them to be saved under a tab called user (so you dont have to run to another map and copy it, or create it your self))" "light group(allows you to set groups of lights to be chain together (modifying one will modify them all)- (will not be able to be a mvar because it will mess the headerfile up but it could be in the config))" Hm, what about v-slots? :P /valpha, /vcolor, /voffset, etc "tex modify (allows you to in game play with a texture (scale size color etc) and then either save as copy (creates a new texture in the texture slot) or saves over the current one)" ![]() Texture swapping in a selection is definitely a good idea. I can do that, but can't you just use /stackent? :D "ent paste (allows you to paste an ent on the selected side of another ent (when that ent is selected) instead of replacing it)" I don't really see the point of that, it's just the way engine shows you initial position of your selection. "mod ctr pt (allows you to change which corner the modification point is on, (the orange box))" You would select 10 slots on your numpad where 0 is default one. Hm, multi clipboard slots sounds really cool and could be fairly easy to do. This is all i could think of at this point p Muli select(allows muli select for ents (kinda already done, but make it easier to select them (ie hold shift+click)) also allow moving of these selected ents) Model view (allows a full rendered (using render to texture) and rotatable model when in the model menu (so u can see the model you are selecting)) Presets (creates a menu pop up that shows (like the model menu) saved copy buffers (ie a sphere, a column, etc - basic shapes (these could be saved somewere in the sauer direct as *.pst or w.e.), allow them to be saved under a tab called user (so you dont have to run to another map and copy it, or create it your self)) Light group(allows you to set groups of lights to be chain together (modifying one will modify them all)- (will not be able to be a mvar because it will mess the headerfile up but it could be in the config))Īmi light (allow for amibient lights (lights that dont cast shadows) (i no this with cause map reading problems, but u could save maps as *.ogs, and then export for cube to *.ogz, cuz lightmaps are saved to the map so missing lights does not matter )Ĭolor (allows you to see the color of a light ent in the entmod menu (in the upper corner), so that you can better determined the color (the changing of the wiresphere is noble but many times inaccurate or out of date, plus it some times hard to see)) Tex modify (allows you to in game play with a texture (scale size color etc) and then either save as copy (creates a new texture in the texture slot) or saves over the current one)Ĭfg write (allows you to select particular textures from the main texture pool (possibly reads the whole map and sees what textures are used) and writes a cfg for you (only with those texture that are chosen (aka does a texturerest and defines every texture))) Swap tex (allows you to select an area and do a texture swap (only in selected area)) (useful when creating a red and blue base :) Mod ctr pt (allows you to change which corner the modification point is on, (the orange box))Įnt paste (allows you to paste an ent on the selected side of another ent (when that ent is selected) instead of replacing it) Paste tex (paste only the texture of the items in the copy buffer, no geom changes to selected area) Paste over (paste items in the copy buffer on the map only in squares that are not void) Paste void (paste items in the copy buffer on the map only in squares that are void(have no cubes in them)in selected area) Multi copy (allows for more than one copy buffers (like a clipboard)) ![]() Some things that maybe be helpful (aka a wish list): It tends to glitch quite a bit tho, didn't tweak it too much Make sure you use 'hmapedit 2' not 'hmapedit 1'. Online version of Readme, contains full list of features: Have fun, enjoy and post any suggestions and ideas you have :) Should compile on other systems just fine though. You could possibbly use almost any editing function via script, perhaps even write random map generator. (This will get more powerful when new release comes). Yes, this mod allows you to create a map via script. There are features that may help you during sessions and features that would do stuff for you. This is the mod that adds quite a few extensions to in-game editor. Today I present to you Sauerbraten Editing Utilities! ![]()
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