Japan Content Pack

Japan Content Pack 1.1

Freyja

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Jul 31, 2009
2,994
5,813

The Japan content pack has arrived! (At least, the first part!)

You've probably all seen Suijin by now, this is the pack of every custom asset (and MORE!) that went into it.

It contains models, textures, particles, and overlays, enough to make a complete Japanese themed map.

The pack was a collaboration between E-Arkham, who made all the good looking models in the pack and myself. Be sure to send enormous amounts of love his way because he has done some spectacular work, so big thanks to him.

With this release, you're also free to use it in the 2 skillsets contest.

An expansion of more content is planned for the future.

*****

Please do not redistribute this pack. The download is located on the TF2Maps.net site and that is where I wish for it to stay.
If you use it in your map, please provide credit. Otherwise, go nuts.
 

Freyja

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Jul 31, 2009
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Thanks post for sweet glorious thanks (karma?) as per Fr0z3n's instruction.

If E-Arkham posts, be sure to thank him equally if not more.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
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Just downloaded it! Not sure if or when I'll use it, but it's always there if I want to! It looks really awesome!
 
Sep 7, 2012
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Good content pack 10/10.

One of my neighbours has a japanese cherry blossom in his front yard and it looks gorgeous one week of the year and then shits white and pink all over his driveway.
 

EArkham

Necromancer
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Aug 14, 2009
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There were easily another dozen props and textures we wanted to do between the two of us, but we both agreed that it would be better to get this out there so folks could use it in the contest. :)

Enjoy!
 

SSX

aa
Feb 2, 2014
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There were easily another dozen props and textures we wanted to do between the two of us, but we both agreed that it would be better to get this out there so folks could use it in the contest. :)

Enjoy!

Don't worry! Take as long as you need, I already have an idea I can use these props for, but I need time to plan the level design around the main structure. And I'm in no rush to finish this.

Keep working on it! :thumbup:

Also, may I suggest a custom payload cart, capture point, and briefcase? :3
 
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Mar 23, 2013
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What an beautifull pack~
I wonder if you could make the LOD distance a bit further, the change of the LOD is very obvious on the bamboo and roof parts.
Also do you think the collisions models of some props are a bit too detailed?
 
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Freyja

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Jul 31, 2009
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Lodding is always a balance between performance and visual popping, and the props are already pretty expensive as it is to be honest. The quick changes are almost necessary. The lod switching is something you almost never notice in game anyway, even I rarely notice it when actually playing even when I know the switching distances.

If the collision proves too detailed, you can always disable it and create a nodraw brush?
 
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EArkham

Necromancer
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Aug 14, 2009
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If the collision proves too detailed, you can always disable it and create a nodraw brush?

^ That.

I opted for accurrate collision meshes on the models I made in the pack so that stickies could be placed without being hidden by the mesh. That does mean that you may end up with the "half explosion" issue, but since that can be addressed with brush entities, the mapper can choose whether they want accurate collision or not.
 
Mar 23, 2013
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Lodding is always a balance between performance and visual popping, and the props are already pretty expensive as it is to be honest. The quick changes are almost necessary. The lod switching is something you almost never notice in game anyway, even I rarely notice it when actually playing even when I know the switching distances.

I know people would probably not notice it, but when I played the map the lod of the roofs really catches my eye since its like the whole color of the roof changes slightly when approching. Eventually disabling vertex lighting might already solve the problem anyway, gonna test it later.
And IMO 1 metre of lod for the bamboo is a bit too close, there isn't any offical prop which changes that close besides player models.

If the collision proves too detailed, you can always disable it and create a nodraw brush?

Yeah but it's not like I mind detailed colision models, after all they are more realistic. But Valve usually never creates that detailed CMs, must be for a good reason, right? So I'm wondering if this high CMs could bring some disadventages....
 

Freyja

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Jul 31, 2009
2,994
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I don't really see the lodding as a problem. 99% of people don't notice it, or if they do, shrug it off because most models have lods that you can see changing. It's a thing people are used to in games.

If it really bothers you, just force lod0 props and disable lodding. I don't see the issue.
 

EArkham

Necromancer
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Aug 14, 2009
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The bamboo should be switching at a pixel screen space of 25, which is comparable to existing props.

The roof LODs are somewhat aggressive, but that's also because they're fairly high poly (especially if you use them as heavily as they are in Suijin). In my testing, they "popped" no worse than the large boulders, which I saw as an acceptable compromise.

I'm certainly open to changing and fixing issues that arise, but we tried to pick the best LOD settings for each prop.
 

henke37

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Sep 23, 2011
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There is always the option of adding additional LOD levels.

Or you could just optimize the model manually. Many modelers use hundreds of triangles when they could get by with like two. It's a balancing act at times, but sometimes it is obviously wasteful.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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I still think there should be a level at which the roofs just turn into flat textures with fake shadows and super heavy normal mapping, but that's more of a job for fade distances.
 

SSX

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Feb 2, 2014
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I think I'm having too much fun with this...

N3qRNlP.png
 
Sep 19, 2010
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I know you mentioned you and EArkham thought about maybe expanding the pack in the future. Was wondering if there was any chance of a 128x128 version of the rooftiles01_corner models being included.
 

Kierany9

L1: Registered
Mar 10, 2014
19
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Loving this content pack. Also, how do you get the sakura trees to look as nice as in Suijin and shade their bottom leaves? They look horrible when the entire tree is all the same brightness.
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
Use good lighting compile options.

-final -staticproppolys -staticproplighting -textureshadows on VRAD in the advanced compile (or just use vbct and select those boxes).