Pyrovision for all maps

Oct 6, 2008
1,948
446
Hi,

Just found out a plug in - can't see it from work unfortunately

http://pastebin.com

Apparently this allows pyrovision on all maps or something like that.

I'm just about to release my map.

Since it's brand new and I know nothing about it - is there some way you can ensure your map is coded for pyrovision?

Thanks
 
Oct 6, 2008
1,948
446
Thanks,

Say what are the console commands for pyrovision - does anyone know?

I'm assuming the we now will all have to start developing maps for 2 different viewpoints (as if our lives weren't hard enough as it is - lol) the console commands would be very useful to toggle it on of so we can see those changes to the maps as we're making them.
 
Oct 6, 2008
1,948
446

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Ditto. It's not thoroughly- or well-designed enough to be worth looking at, to me. And the altered responses to being shot — both for me and my victims — keeps throwing me off. It's more just awesome for the "Wow, they actually did that" factor.
 

wataru8675

L1: Registered
Jun 30, 2012
6
0
It seems like it would've been much more logical to make Pyrovision so that when, say, a grass texture is laid on the block, that the item would activate a pre-decided other texture that is consistent with the original -- that way the item would work on all custom maps as well and without more work from amateur map devs. I'm not sure the exact technical specs on the goggles, but this way seems like it takes the best of all possible worlds.
 

TehStoneMan

L1: Registered
Jun 15, 2012
46
5
Maybe there is a new, undocumented entity, or entity value, that indicates thatpyrovision is active on the map, otherwise if it was just a simple alternative texture/shader, then maps that use the same textures would likely been seen as a miz of normal and pyrovision textures.
 

BigBangTheory

L1: Registered
Apr 3, 2012
22
0
to see existing custom maps in pyrovision, we need to put the file mtp.cfg into your /tf/cfg folder
(add your custom map into the array)
Typical path is:
c:\Program Files (x86)\Steam\steamapps\<your_account>\team fortress 2\tf\cfg

Code:
"VisionFilterShadersMapWhitelist" 
{ 
   "arena_badlands.bsp"   "1" 
   "ctf_2fort.bsp"      "1" 
   "cp_badlands.bsp"   "1" 
   "cp_dustbowl.bsp"   "1" 
   "cp_gravelpit.bsp"   "1" 
   "koth_badlands.bsp"   "1" 
   "koth_viaduct.bsp"   "1" 
   "plr_hightower.bsp"   "1" 
   "pl_badwater.bsp"   "1" 
   "pl_goldrush.bsp"   "1" 
   "sd_doomsday.bsp"   "1" 
   "NEW_CUSTOM_MAP.bsp" "1"  
}
 
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taxlor203

L1: Registered
Feb 10, 2013
5
1
to see existing custom maps in pyrovision, we need to put the file mtp.cfg into your /tf/cfg folder
(add your custom map into the array)
Typical path is:
c:\Program Files (x86)\Steam\steamapps\<your_account>\team fortress 2\tf\cfg

Code:
"VisionFilterShadersMapWhitelist" 
{ 
   "arena_badlands.bsp"   "1" 
   "ctf_2fort.bsp"      "1" 
   "cp_badlands.bsp"   "1" 
   "cp_dustbowl.bsp"   "1" 
   "cp_gravelpit.bsp"   "1" 
   "koth_badlands.bsp"   "1" 
   "koth_viaduct.bsp"   "1" 
   "plr_hightower.bsp"   "1" 
   "pl_badwater.bsp"   "1" 
   "pl_goldrush.bsp"   "1" 
   "sd_doomsday.bsp"   "1" 
   "NEW_CUSTOM_MAP.bsp" "1"  
}

This mtp file enables pyrovision in all the maps you want. If you add a custom map to it, you should use tf2 original textures, otherwise, it would be buggy.

I think I saw somewhere the re-textured Mannworks map, more friendly with PyroV. Currently looking for it. ;)

Edit: --> screen of pyrovision mannworks :p : http://i.imgur.com/wQyya.jpg
 
Last edited: