Not finished yet but here is a preview, I could release it as a map object as well for others to work with.
I will upload it when I have a bit more time.
Search found 77 matches
- Thu Mar 04, 2021 4:59 pm
- Forum: Map releases
- Topic: new terrain map
- Replies: 0
- Views: 27
- Tue Oct 30, 2018 4:16 am
- Forum: Help: Map Making
- Topic: Goxel editor
- Replies: 6
- Views: 1676
Re: Goxel editor
Which is what I thought I just said. 

- Mon Oct 29, 2018 1:38 am
- Forum: Help: Map Making
- Topic: Goxel editor
- Replies: 6
- Views: 1676
Re: Goxel editor
My insight is that if you need a box or a mesh then output the voxel to that format, as voxels are cpu intensive as they run trig functions. The Goxel app creates a boxy minecraft experience any way so save to the obj format and convert to mesh or use wings to convert obj to bzworld. I may have miss...
- Sun Oct 28, 2018 1:08 am
- Forum: Help: Map Making
- Topic: Goxel editor
- Replies: 6
- Views: 1676
Re: Goxel editor
I'm no expert but speed has to do with the number of poygon meshes.
So I guess don't make too many voxels.
I built a level that was based on subdivisions of the standard layout on x,y axis and z axis was a jumping height so looks a lot like a voxel map you might build with this.
So I guess don't make too many voxels.
I built a level that was based on subdivisions of the standard layout on x,y axis and z axis was a jumping height so looks a lot like a voxel map you might build with this.
- Sat Oct 27, 2018 3:34 pm
- Forum: General Map Making Discussions
- Topic: Possible simple feature
- Replies: 2
- Views: 1370
Re: Possible simple feature
There was a tool that loaded you in a game with your terrain and bots, it worked on XP. So if you have a powerfull machine and run it in a virtual machine? It grabbed your terrain, fired up the server and started a game. Of course no free roaming at any elevation. No doubt you all knew this anyway : )
- Sat Oct 27, 2018 1:41 am
- Forum: Help: Map Making
- Topic: Goxel editor
- Replies: 6
- Views: 1676
Goxel editor
A new open source editor (to me anyway) Goxel.
It makes voxel cubes and exports in object format and looks like a natural for BZFlag but I haven't tested in much yet.
I quickly made a very nice terrain tho by just scribbling with it.
It makes voxel cubes and exports in object format and looks like a natural for BZFlag but I haven't tested in much yet.
I quickly made a very nice terrain tho by just scribbling with it.
- Mon Aug 21, 2017 11:11 pm
- Forum: Bugs and Problems
- Topic: Bzflag app data cache and/or server being used as spam server?
- Replies: 5
- Views: 2357
Re: Bzflag app data cache and/or server being used as spam server?
OK, well on 7 It seems a lot better.
Indicates something going on with the app data but perhaps my computer failed on shutdown and left an unstable state.
just seemed odd so I made a post.
Indicates something going on with the app data but perhaps my computer failed on shutdown and left an unstable state.
just seemed odd so I made a post.
- Mon Aug 21, 2017 9:20 pm
- Forum: Bugs and Problems
- Topic: Bzflag app data cache and/or server being used as spam server?
- Replies: 5
- Views: 2357
Re: Bzflag app data cache and/or server being used as spam server?
Apocalypse XVII was the server but It was last week so a lot of logs to review, and they are't mine so I'd have to ask. I can zip the folder and send it but don't know if any of the files are unrelated. BZFS0221_1-Servers was a file that was not in a new install of bzflag but perhaps I fired up a se...
- Mon Aug 21, 2017 2:49 pm
- Forum: Bugs and Problems
- Topic: Bzflag app data cache and/or server being used as spam server?
- Replies: 5
- Views: 2357
Bzflag app data cache and/or server being used as spam server?
I noticed that my computer was acting suspiciously and in trying to use system restore the bzflag folder (I think it is the persistant profile as I had uninstalled bzflag) system restore would not roll back due to that folder, repeatedly. Other coincidences was a bitly hack trying to have me sign up...
- Tue Jul 11, 2017 10:06 pm
- Forum: Prefabs and Map Objects
- Topic: Road graphics for textures
- Replies: 1
- Views: 2153
Road graphics for textures
Working up graphics for roads to be used in bzw. More as I get them done. All my releases on this thread are licensed under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. If there is an interest I can upload the gimp file. All original. First one is called road straight ...
- Wed May 31, 2017 5:49 pm
- Forum: Map Editors
- Topic: UnityBZWTools (WIP)
- Replies: 8
- Views: 5318
Re: UnityBZWTools (WIP)

Any how i'm looking at a hix thingy in unity with the tool, now i just need to figure what i can do with it for making a map. was just complaining about mac and windows file endings.
And compile or not to compile, questions, questions.
- Wed May 31, 2017 4:05 pm
- Forum: Map Editors
- Topic: UnityBZWTools (WIP)
- Replies: 8
- Views: 5318
Re: UnityBZWTools (WIP)
The link takes me to a site that is flagged as hostile.JeffM wrote: ↑Thu Nov 03, 2016 5:06 pm Progress continues.
more objects are supported and I'm working making it able to do animated previews.
https://www.hyperdrive.tech/BZU/preview ... review.gif
Just a FYI
- Tue May 16, 2017 12:18 am
- Forum: General Map Making Discussions
- Topic: Help on terrain resolution for a texture map
- Replies: 5
- Views: 2172
Re: Help on terrain resolution for a texture map
I'm not only doing repeating textures, if that matters.
I'm hand painting roadways and then mapping onto road section objects.
So perhaps a pavement texture but a vectored traffic legal line.
I'm hand painting roadways and then mapping onto road section objects.
So perhaps a pavement texture but a vectored traffic legal line.
- Mon May 15, 2017 9:31 pm
- Forum: General Map Making Discussions
- Topic: Help on terrain resolution for a texture map
- Replies: 5
- Views: 2172
Re: Help on terrain resolution for a texture map
OK JeffM,
Do you know what the maximum resolution of one BZW unit might be?
In a formula like pixel per unit.
Or are you aware of relevant documentation where I can get answers to this that is a standard reference?
Do you know what the maximum resolution of one BZW unit might be?
In a formula like pixel per unit.
Or are you aware of relevant documentation where I can get answers to this that is a standard reference?
- Sat Apr 08, 2017 12:49 pm
- Forum: General Map Making Discussions
- Topic: Help on terrain resolution for a texture map
- Replies: 5
- Views: 2172
Help on terrain resolution for a texture map
I want to make a realistic ground with roadways and am trying to figure the image resolution to map to the map terrain. Say I have a standard size map, what would fit the ground and would have detail enough to see passing lines on a road, for instance? As part of the thought experiment if I now want...
- Sun Oct 19, 2014 10:25 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Bzflag won't launch in the latest Ubuntu 14.xx
- Replies: 2
- Views: 2067
Bzflag won't launch in the latest Ubuntu 14.xx
I get this error when trying to launch form the terminal: ~$ bzflag X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 153 (XFree86-VidModeExtension) Minor opcode of failed request: 10 (XF86VidModeSwitchToMode) Value in failed request: ...
- Mon Feb 17, 2014 4:13 am
- Forum: Prefabs and Map Objects
- Topic: hexagon terrain
- Replies: 3
- Views: 6065
Re: hexagon terrain
Updated the file and I'll look into the other issue when I have a moment. Faces can be extruded to get the desired effect.
- Sat Feb 15, 2014 11:22 pm
- Forum: Prefabs and Map Objects
- Topic: hexagon terrain
- Replies: 3
- Views: 6065
hexagon terrain
I made up a hexagon grid that would make a good terrain. My idea was to texture it with a geo tiff perhaps. At any rate it is free to use and redistribute. Normal copy left noncommercial uses. If you want to give me any credit all the better.
- Sun Sep 04, 2011 6:58 pm
- Forum: Works In Progress
- Topic: Race track testing
- Replies: 4
- Views: 2409
Re: Race track testing
Here is a test bzf world. get a wings flag to test driving on the track. The problem is that the surface is a mesh so I'm not sure I can fix that although it seems to have worked better in the past. Any ideas just holler. BZRaceTest by yarro is licensed under a Creative Commons Attribution-NonCommer...
- Fri Sep 02, 2011 1:00 am
- Forum: Works In Progress
- Topic: Race track testing
- Replies: 4
- Views: 2409
Re: Race track testing
I can load it, it is pretty huge. So here is a screenshot.
I'll release something soon.
I'll release something soon.
- Fri Aug 26, 2011 8:43 pm
- Forum: General Map Making Discussions
- Topic: BZWTestLauncher Beta 1
- Replies: 61
- Views: 28279
Re: BZWTestLauncher Beta 1
start BZFS is the replacement and works well on even 64 bit msdoze 7. also attach the rubber band to the hamster wheel. ; )
- Mon Aug 22, 2011 8:59 pm
- Forum: Works In Progress
- Topic: Race track testing
- Replies: 4
- Views: 2409
Race track testing
I have a model and some screen shots of a race track test. Model is a bit hard to get into a world but I am making gradual process. Some help I would like is how to make the shiny floor with reflection and how to set skidding and floor death, any good man pages for that? Could be a rabbit chase, fre...
- Mon Jan 24, 2011 4:50 am
- Forum: Works In Progress
- Topic: Nürburgring Grand-Prix Stecke
- Replies: 11
- Views: 3210
Here is the final result (so far)
Nurburgring Grand Prix Rennstrecke.zip bzfi0010.png 3.png 1.png I finally had time to get a working racetrack mesh object in a BZWorld file. Just a track and no world furniture as yet. Think I will put it in a game in a bit. Here it is if you want to try it out or include it in yours. :mrgreen: I'l...
- Sun Jan 02, 2011 6:04 pm
- Forum: Works In Progress
- Topic: Nürburgring Grand-Prix Stecke
- Replies: 11
- Views: 3210
Re: Nürburgring Grand-Prix Stecke
Thanks, I'll update the world name when I release it. I just cut and pasted from a site on grand prix race tracks that showed outlays. I'm sure your correct though.
- Sun Jan 02, 2011 4:00 pm
- Forum: Works In Progress
- Topic: Nürburgring Grand-Prix Stecke
- Replies: 11
- Views: 3210
Re: Nürburgring Grand-Prix Stecke
I would save your model to a mesh .obj file and then convert it to a .bzw, the forum did not allow an upload of the .obj file format. Also try smoothing normals as that may help get rid of angular road edges. Another thought is your world might need to be 2000 square units or even much larger to say...