Valve Maps (Decompiled)

LadyRaee

CHEERFULLY SUICIDAL
Sep 1, 2012
197
216
They are easier to render compared to something that is rendered at it's full size. Although making extensive in world skybox is more frequent lately in valve maps. 3d sky is still there but in-world gets bigger.
 

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
They are easier to render compared to something that is rendered at it's full size. Although making extensive in world skybox is more frequent lately in valve maps. 3d sky is still there but in-world gets bigger.

The whole system feels like a way to get around the grid size and keep players away from the edge of the grid. Just because the scale is smaller doesn't mean it should be easier to render. It might be some weird BSP visleaf thing ultimately.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
There's also the advantage of being able to easily put landmarks in the skybox that can be seen from multiple locations inside the map. Smokestacks, buildings, etc. Putting that sort of thing inside the map means you'd have to be careful with geometry & optimization to ensure they remain visible correctly, where as in the skybox they're always visible, letting you be much more aggressive with optimization inside the map.

Maybe we should split this to a new thread so people looking for the vmfs aren't confused by all this, ha,
 

Hi5TBone

L1: Registered
May 28, 2015
41
57
I was looking at Powerhouse and noticed weird lighting with the turbines.

FB2734C2A200017A9908680D8955720B65704BA9

Is it just me, or is this happening with anyone else?
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I was looking at Powerhouse and noticed weird lighting with the turbines.

FB2734C2A200017A9908680D8955720B65704BA9

Is it just me, or is this happening with anyone else?

Decompiled maps usually aren't perfect replicas. You might also be compiling on different settings.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
What did you change when you recompiled? They're dynamic props — because of the animated bits — so messing with the lighting could have weird side effects.
 

Hi5TBone

L1: Registered
May 28, 2015
41
57
What did you change when you recompiled? They're dynamic props — because of the animated bits — so messing with the lighting could have weird side effects.

I didn't mess with the lighting or the turbines in the room, I just compiled and ran the original decompiled version and got the same effects.
It also happens on BLU, but not as much?

98B294774E907806DF4AA29A4A4DA2C3D0536F03
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Hmm. I think I know what happened. They're supposed to be attached to the info_lighting entities in the room, but somehow that information didn't survive the decompile.

Really, though, I don't understand why Valve went to the trouble of making animated models instead of just using a material proxy, because the spinning parts are literally just cylinders with a flat texture on them. I might have to look into creating a mod that fixes this.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Hmm. I think I know what happened. They're supposed to be attached to the info_lighting entities in the room, but somehow that information didn't survive the decompile.

This makes sense, because info_lighting is removed from the map after the compiler processes it. You'd have to replace them with your own info_lighting/info_target or use vertex lighting to get the same results.
 

Hi5TBone

L1: Registered
May 28, 2015
41
57
I was comparing the "good" turbine to the others, and under "Lighting Origin" was "turbine_light", I plugged those into the others and it seemed to work for their lighting, but it still has some lighting issues.

09768B43C40C56B1F33478B01F79A93E435CF4EB

I'll try using info_lightings/targets too and see if it fixes it as a whole. Otherwise, Thanks guys!
 
Jul 26, 2015
694
819
I was comparing the "good" turbine to the others, and under "Lighting Origin" was "turbine_light", I plugged those into the others and it seemed to work for their lighting, but it still has some lighting issues.

09768B43C40C56B1F33478B01F79A93E435CF4EB

I'll try using info_lightings/targets too and see if it fixes it as a whole. Otherwise, Thanks guys!

What happened to the skybox? Was there always a desert outside those windows?
 
Jul 26, 2015
694
819
Goldrush doesn't seem to want to start. It give me a "Cannot find the file specified" error.
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.vmf"

Valve Software - vbsp.exe (Jun 27 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 65718: MAX_MAP_BRUSHSIDES
Side 2
Texture: CONCRETE/CONCRETEWALL014A


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d"

Valve Software - vvis.exe (Jun 27 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d"

Valve Software - vrad.exe SSE (Jun 27 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_goldrush_d.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Goldrush doesn't seem to want to start. It give me a "Cannot find the file specified" error.
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.vmf"

Valve Software - vbsp.exe (Jun 27 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 65718: MAX_MAP_BRUSHSIDES
Side 2
Texture: CONCRETE/CONCRETEWALL014A


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d"

Valve Software - vvis.exe (Jun 27 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d"

Valve Software - vrad.exe SSE (Jun 27 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_goldrush_d.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Do other maps work and just not this one? This seems more or less like a windows permission type of issue as opposed to an actual decompile error.