Ultimate Mapping Resource Pack

Ultimate Mapping Resource Pack 2014-11-06

EG6

L1: Registered
Jun 10, 2021
3
3
it would be nice if there was an up-to-date version of this, a shame the dude didn't give this to someone else who could've maintained it. because now i'm trying to look up a bunch of things and praying I install things right. The ispuddy one looks nice, but I don't know the best way of going about this.
 

Tumby

aa
May 12, 2013
1,084
1,192
it would be nice if there was an up-to-date version of this, a shame the dude didn't give this to someone else who could've maintained it. because now i'm trying to look up a bunch of things and praying I install things right. The ispuddy one looks nice, but I don't know the best way of going about this.

With Hammer++, the only reason to download this anymore is for the thumbnails on some materials, door and payload track prefabs, props and gamemode libraries.

The material browser thumbnails don't need much updating since 90% of the content that is being added to the game is locked inside of BSP files and not useable. (Literally legally not yours to mess with)
The door and payload track prefabs need no updating.

This leaves as with the prop and gamemode libraries. They definitely need some good updating. Since 2014, tons of props as well as several gamemodes had been added to the game. With hammer++ it's slightly easier to find specific props in the model browser, decreasing the need for an updated prop library. For the gamemodes you can at least find specific prefabs for each one on this site. This is actually a good thing for some of them, like passtime, since the gamemode is so complex that you need a whole forum thread to understand what everything does.

Also, side note, the ABS gametype library has a few bugs in it. Things I can name off the top of my head are: Some controlpoints don't change color on cap. The payload's don't have a functional spinny light and the wheel sparks (when going backwards) are coming from two of the side-wheels of the payload, instead of the two back-wheels.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
*pops in three years later to see what's going on*

With Hammer++, the only reason...
That's good to hear. Haven't really looked into H++ at all despite it sounding interesting. Most of this was meant to prop up (ha!) the shortcomings of Hammer, and an improved editor is definitely the better option!

Also, side note, the ABS gametype library has a few bugs in it. Things I can name off the top of my head are: Some controlpoints don't change color on cap. The payload's don't have a functional spinny light and the wheel sparks (when going backwards) are coming from two of the side-wheels of the payload, instead of the two back-wheels.
...I'm gonna blame valve breaking things! No seriously, I just opened the VMF and the sparks are on the back wheels on all payloads. And I swear I had the klaxon light particle systems all functioning properly. And I only see one control point prop that I don't have a skin input on, but it's an end-of-game capture so I guess that's why I missed it since you don't really see it much (unless valve broke more...)

it would be nice if there was an up-to-date version of this, a shame the dude didn't give this to someone else who could've maintained it.
I see this was your only post so dunno if you'll come back to read this, but I sorta explained this last time I wound up back here. https://tf2maps.net/posts/437940/
I wasn't particularly opposed to it, but also nobody really asked, and now it seems like it is barely needed according to Tumby.
 

Tumby

aa
May 12, 2013
1,084
1,192
...I'm gonna blame valve breaking things! No seriously, I just opened the VMF and the sparks are on the back wheels on all payloads. And I swear I had the klaxon light particle systems all functioning properly.

For some reason I remember the sparks being weird, but I guess that's just bad memory.

The klaxon light is definitely not working though. There are no inputs to actually start it. Payload-race doesn't even have inputs to stop it! I'm loading up various pl and plr maps and the klaxon light works on most of them, meaning the mappers probably messed around with it themselfes to get it working. However, early alpha maps never have a working klaxon light.
Random examples:
No light(s) on pl_pier, pl_swiftwater_final and plr_bananabay. There are also no sparks on pl_pier for some reason?
On pl_snowycoast, the klaxon light is simply always on.

Something I see on pl_goldrush is an output from the trigger_capture_area whenever the number of cappers changes (OnNumCappersChanged) which goes to a math_remap, then to a logic_case and then finally to the sparks and klaxon light. The klaxon light gets started when at least 1 person is pushing, and stopped when nobody is. It also gets stopped whenever it reaches the first or last path_track on a stage.
(There are also dynamic changes to the payload's acceleration. I wonder what that's for?)

And I only see one control point prop that I don't have a skin input on, but it's an end-of-game capture so I guess that's why I missed it since you don't really see it much (unless valve broke more...)

It is just the round-winning captures. But note that when people start changing things (like adding more control points) they might get the skin changes wrong.
 

EG6

L1: Registered
Jun 10, 2021
3
3
I see this was your only post so dunno if you'll come back to read this, but I sorta explained this last time I wound up back here. https://tf2maps.net/posts/437940/
I wasn't particularly opposed to it, but also nobody really asked, and now it seems like it is barely needed according to Tumby.

I wasn't aware, there are a lot of post here, and I did try to look through them, but I guess I just missed it.

I wasn't aware that hammer++ actually did a lot of what this pack did when I first posted. I f I did, I probably would've just asked if there were any up-to-date gametype libraries.

Sorry if this was a bother, it's just most of the tf2 map vids I found on youtube directed me towards this pack, so I thought it was the "end-all-be-all" of packs. I do really want to make maps at some point, so I was just trying to set up and follow instructions.
 

yfyfyfyfyfy

L1: Registered
Aug 11, 2021
2
0
1693384077492.png


It's don't work even after re-installing (I'm using a hammer++ and add tf.abs.fgd and remove tf.fgd)

oh, I find the problem. the thing is that I installed Hammer Addons (https://github.com/TeamSpen210/HammerAddons) and this edits tf.fgd, so, I just changed to default tf.fgd and this works fine.
 
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Tumby

aa
May 12, 2013
1,084
1,192
oh, I find the problem. the thing is that I installed Hammer Addons (https://github.com/TeamSpen210/HammerAddons) and this edits tf.fgd, so, I just changed to default tf.fgd and this works fine.
Why does Hammer Addons change tf.fgd? Changing stock files like that is not a good idea. FGD files work by either defining new things or overwriting/adding stuff onto another. And the next TF2 update will just forcefully reset it, I'm pretty sure.