Ultimate Mapping Resource Pack

Ultimate Mapping Resource Pack 2014-11-06

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Type "tf" into the keyword box and you'll get rid of all the HL2 texture. There are a couple of signs missing the keyword, but if you are looking for signs you can just filter "signs" and remove the keyword and it's not too bad.
 

Balloonsfor600

L1: Registered
Sep 7, 2009
45
18
Great resource for beginning mappers. The reference map is really helpful and I love the new engie-like model for player spawns - really helps with sizing things up.

One thing I would like to point out is that you actually have to pull that playerspawn model up above the ground a tad or else the player just falls through the map. Not sure what was causing that, but maybe someone could look into it.

Thanks A LOT though for putting this together. It's proving to be ridiculously helpful.
 

RedWatch

L1: Registered
Sep 8, 2009
18
2
Dude.
Awesome.
 

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
Make the info_teamspawn automaticly place it self 16 units above ground, just cause im that lazy ^_^
 

Balloonsfor600

L1: Registered
Sep 7, 2009
45
18
Yeah I figured it out- just thought I would let someone know in case they feel like patching it.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
It's not something that can be patched or changed. It's just how the engine works. The spawn point needs to be completely clear of obstructions for the player to cleanly spawn.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Maybe you could make it so when a info_teamspawn is placed a skip box is placed around them extending 16 units above, below and to each side that was when they click to place it it'll automatically be that far off the ground or away from anything around it, thus allowing it to be able to get spawned into? unnecessary work i know, but for the lazy it is a plus. Lol
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Updated again :facepalm:

Figures. The one time valve updates the FGD it's right after I make a release.
Anyway, nothing too important, most of it was stuff I had already added and there are still things they forgot. The only actual new thing was a few items on the team_control_point...

point_start_locked(choices) : "Start locked" : 0 : "Locked means the point will not be available for capture until it is unlocked via its input."
input SetLocked(integer) : "Lock the control point. 0 = unlocked, 1 = locked"
input SetUnlockTime(integer) : "This will automatically unlock the control point in the specified amound of time (seconds)."


BladeMasterPsi said:
Maybe you could make it so when a info_teamspawn is placed a skip box is placed around them extending 16 units above, below and to each side that was when they click to place it it'll automatically be that far off the ground or away from anything around it, thus allowing it to be able to get spawned into? unnecessary work i know, but for the lazy it is a plus. Lol
I can't change how Hammer's entity placement code works. What you are talking about would require a prefab and end up being kinda awkward.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
I can't change how Hammer's entity placement code works. What you are talking about would require a prefab and end up being kinda awkward.

Fair enough, figured it would be like that, it's all good, i didn't really need it or anything, was just throwin' it out there if it was possible ;)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
maybe a env_sun icon? there isn't one of those yet, it's just a nice ol' grey box. =)
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Hrm. Racking my brain for some sort of scratchable itch in Hammer entities... I sometimes get annoyed trying to click just the point_spotlight (blue) when it is (properly) placed near a light_spot (green).

Is there a way to make point_spotlight's model's blue spiky "handles" a bit bigger? (It's OK if it also affects things like info_particle_system.)

__________

I sometimes misremember light_environment as env_sun due to the icon :p
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
o0o o0o , it's also hard trying to click on things that are like move_rope and keyframe_rope or the phys_constraint entities. You know, things that use that icon, also the phys_constraintsystem could use a nice icon instead of a grey box.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Someone mentioned env_sun in the past but it seems to have fallen through the cracks. I'll look into it again. I'm not too keen on editing the spotlight and axis models though. It would be more effort than I think it's worth to enlarge the handles of the light and the axis model thing is small for a reason, since those things often need to be placed quite exact.

Phys entities... eh... you shouldn't really be using those in TF2 in the first place. :p I'll keep them in mind though if I ever decide to delve into a full fgd revamp (including a new base fgd).
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Well... the only reason I have used phys entities is cause I am not good enough to do animations. The Physics that happen do no cause lag at all and I couldn't spare the time(if anyone would even do it) to wait for someone to make an animation for me. Cause half of them get looked by anyways if your map isn't good enough for them.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I got env_sun, filter_damage_type and logic_branch_listener done... any more ideas?! Anything at all you've used that's a graybox (minus phys entities)? I'm really on a roll now that I'm in the mood.

oh! I could do client/server command ones. hrmhrm...
 

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
sorry if these have been mentioned before but...
path_track
sky_camera