Mapper's toolbar

Jan 31, 2008
555
1,482
This is a menu config which adds a few useful commands for us mappers!
Just extract the content to ...\steamapps\ghostrookie\team fortress 2
Here's how it looks in-game. Pressing the help button outputs the highlighted text to the console:

Mapper%27sToolbar%20pic.jpg


Download!
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Interesting. Can't you make a script to build cubemaps instead?
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
If you can print text into the console, can't you execute the relevant specular/buildcubemaps/etc. directly?
 
Jan 31, 2008
555
1,482
If you can print text into the console, can't you execute the relevant specular/buildcubemaps/etc. directly?

You can.
The problem is that to build cubemaps correctly, you need to use the changelevel command followed by the map name, which can't be automated.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
You can.
The problem is that to build cubemaps correctly, you need to use the changelevel command followed by the map name, which can't be automated.
Assume they've already joined the right map with the right HDR settings. All it has to do at the end is disconnect/mat_reloadallmaterials...
 

Washipato

L3: Member
Jun 22, 2009
149
331
A suggestion: Can you replace the hide/show buttons for hud and viewmodel to toggles? For example:

"Toggle viewmodel"
"Toggle HUD"

You can do this using aliases
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
this is really nice!
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
I [ame="http://www.youtube.com/watch?v=4pXfHLUlZf4"]YouTube - Jizz In My Pants[/ame]'d

I'm sorry, I couldn't help myself, but anyways, this is a really nice feature!
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
nice work, i shall download to save me some typing time :D

should be stickied :p
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
I'm not seeing the usefulness :/ It doesn't really automate anything...

Have to agree with Boojum here. The advantage gained by using this is very nominal, especially for a startup menu modification...

I'll just stick with building my cubemaps by hand.
 

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
You can.
The problem is that to build cubemaps correctly, you need to use the changelevel command followed by the map name, which can't be automated.

Doesn't "retry" work as well? I think I've used it for that purpose.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Im not sure about this, but can you use 'retry' in console instead of 'changelevel_mapname' when making cubemaps? Might allow automation as it isn't name specific. Either way, this is still very useful, thanks!
EDIT: ^ sigh...
 
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