Octothorpe

KotH Octothorpe version Beta 01

r13

Train God
Aug 30, 2010
259
286
June 2nd Version 15

- There is 2 maps in the zip file now: Octothorpe and Octothorpe Classic. Classic has all the fun spooky things ripped out and daytime lighting. Made for Comp players who apparently don't like fun.

- updated the train god with a voice. It will now taunt you and laugh if it manages to kill you.
- it will also fart a purple smoke trail while it's on fire.
- tweaked lighting around the map
- rebuilt the walls around the capture point as a model rather than brushes to fight some light map and texture seams issues.

Latest Downloads
koth_octothorpe_15.zip
koth_octothorpe_15_bz2.zip
 
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r13

Train God
Aug 30, 2010
259
286
Yep, i took your suggestion. I forgot to give you props before, but you win :) You get the magical internet points!
 

r13

Train God
Aug 30, 2010
259
286
Oh the one thing i left in from the spooky version was the bell sound when you get hit by a train. I lowered the volume some but it still rings out when a train kills you. It feels "right" to be able to hear that since the trains are so much a part of the design.

Didnt put that in the change notes as its a pretty small detail that most wont notice either way.

Also any feedback on the voices is welcome. It's just recordings of me thinking warm thoughts.

Additionally if anyone has ideas for additional lines, I'm more than happy and able to add new ones in.

and yes... "CHOO CHOO, MUTHERFUCKER" is already in there.
 
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r13

Train God
Aug 30, 2010
259
286
BONESSS!

bones.jpg
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I thought it was bees at first.


...make bees.
 

r13

Train God
Aug 30, 2010
259
286
Noooooooo. Bees are good! They are important members of our ecology. They make happy sounds when they work. Buzz Buzz Buzz. They also do not agree with the Train God, because of an incident at band camp. His whole face swelled up like a Jigglypuff. He raged and killed at least 3 elementary schools. So... no bees.

But, as you may notice that bone pile is tileable. its made of the gibs from the skeletons in the game. I have a 1024 version with normals, less green... I'm using it as a blended ground texture in the map. I could easily pack it up and give it out if you guys/gals would like... ? I don't know if that's something you folks do around here. I don't know how much call there is for bone piles as well. I didn't know i'd be making it untill i got to it.

I'm currently making little cluster of actual bone pile models to sprinkle around the map to give the illusion of the ground texture more support. i have no idea what i'll do next on it. i cant wait, as i'm having fun. :)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Can't wait to see how it looks with a blend texture.
 

r13

Train God
Aug 30, 2010
259
286
2015-06-08_00004.jpg

2015-06-08_00007.jpg

2015-06-08_00011.jpg

2015-06-08_00010.jpg

2015-06-08_00012.jpg


I made a bouncy skull. At first, I made one that was the correct size... but it was boring and small and flew off and got lost. Meh. So i made it bigger and the fun has doubled! It's weighted so that it will usually land face up as in the picture above. Not that you can't get it to stop on its face, it's just harder. Since I introduced the skulls, i made the bouncy crate static. No need for too many play things. The skulls, bouncy and the ground ones. are all set with lods too.
 

r13

Train God
Aug 30, 2010
259
286
So, I fussed with the ground texture a bit more. I pulled new normals and heightmaps off the skull field i built. I used xNormal and it really did make a difference. The Max ones were 'ok' but the new ones are nicer. The height maps are similar, but it was actually nicer too.

I fussed around with the ssbumps as well. I got it all working but the skulls are just too much for it. the shadows were just a mess. I swapped it back to a 'normal' normal. I even had to remake a normal for the dirt texture as Valve has converted all the old ones into ssbumps.

here's some shots of the texture blending properly in game now.

2015-06-17_00002.jpg

2015-06-17_00001.jpg

2015-06-17_00003.jpg

2015-06-17_00005.jpg

2015-06-17_00004.jpg

2015-06-17_00006.jpg
 

r13

Train God
Aug 30, 2010
259
286
Sure, here's the source art :

Bonefield-source-tgas.zip

This is the shader I'm using.

"WorldVertexTransition"
{
"$basetexture" "octothorpe/Skulls01"
"$basetexture2" "nature/dirtground010"

"%tooltexture" "Nature/blendgroundtograss003_tooltexture"

"$blendmodulatetexture" "octothorpe/skulls2dirt-blend"

"$surfaceprop" "dirt"

"$bumpmap" "octothorpe/Skulls_normals01"
"$bumpmap2" "octothorpe/dirt-normal"

}

That should give you all you need to get started with it. I have the same set at 2048 as well if it's needed. I was using it at that size first and scaling the textures down in game but it wasn't getting me much so i lopped them down to proper 1024's.

Now these may or may not blend well with the ssbump backed ground textures. Depends on your specific map and lighting. I did also include a ssbump version of the normal map that i had used in my process. if you want to use it... it's in there.

If you want the bone pile models, i can pack them up too. cheers :D

skulls_normals-1024.jpg
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Am I allowed to edit this texture if I credit you?