Borneo

PL Borneo rc4

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mobious

L2: Junior Member
Nov 28, 2014
56
16
Sorry to post an unrelated question gentlemen, but I have a question: what is the name of the sky texture used in this map? I really like it and I think it would fit well in my Yucatan map.
If it's custom, do I have permission to use it, provided I credit the author like I always do when using someone else's custom items.

Here's a list of them all, with pics.
https://wiki.teamfortress.com/wiki/Skybox_list
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
Got another question: what are the light_environment settings, the master fog_controller settings and the sky_camera fog settings? I can't seem to get it right on my map, and I need the settings to fit with the skybox.
Thanks!
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
Have you tried decompiling and looking?
I normally hate decompiling, but yes, I tried. The map becomes corrupt when I open the VMF in hammer (used BSPSource). It says some shit about unexpected end of file or something.
Even tried EntSpy to see the settings, but the program can't load the map without freezing and crashing :(
 

tyler

aa
Sep 11, 2013
5,102
4,621
You've got to disable parts of the map to get it to decompile right. Someone in chat can probably help you with it faster than I can.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
pl_borneo is repacked, so you might need to 'derepack' it first. You can do that using bsp_repack -nocompress maps/pl_borneo.bsp maps/pl_borneo2.bsp in the game console.

I was able to decompile it and open it in Hammer regardless, though, oddly. BSPsource gave me errors but still produced a 12MB VMF. I'll fish out the details for you. it's easier if I take them from the VMF and paste them in.

Code:
entity
{
    "id" "630340"
    "origin" "-1300 -4912 240"
    "SunSpreadAngle" "7"
    "pitch" "-55"
    "angles" "0 30 0"
    "_lightscaleHDR" "1"
    "_lightHDR" "-1 -1 -1 1"
    "_light" "150 169 199 800"
    "_AmbientScaleHDR" "1"
    "_ambientHDR" "-1 -1 -1 1"
    "_ambient" "150 169 199 800"
    "classname" "light_environment"
}

{
    "id" "630338"
    "origin" "-1256 -4912 240"
    "use_angles" "1"
    "spawnflags" "0"
    "mindxlevel" "0"
    "maxdxlevel" "0"
    "fogstart" "0"
    "fogmaxdensity" ".42"
    "foglerptime" "0"
    "fogend" "5500"
    "fogenable" "1"
    "fogdir" "1 0 0"
    "fogcolor2" "165 183 188"
    "fogcolor" "165 183 188"
    "fogblend" "1"
    "farz" "4400"
    "angles" "0 356 0"
    "classname" "env_fog_controller"
}

{
    "id" "1257346"
    "origin" "4614 932.75 1396"
    "scale" "16"
    "fogstart" "0"
    "fogmaxdensity" ".53"
    "fogend" "5500"
    "fogenable" "1"
    "fogdir" "1 0 0"
    "fogcolor2" "140 164 170"
    "fogcolor" "140 164 170"
    "fogblend" "1"
    "angles" "0 0 0"
    "classname" "sky_camera"
}

Also no disrespect to the map author(s) meant by decompiling the map.

EDIT: pl_borneo has become one of my favourite maps. Great layout, nice, friendly detailing.
 
Last edited:

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
There seems to be out of the map exploit on borneo. http://imgur.com/a/vf1zd

Could someone hit Heyo since he's not been around for over a month?
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
I'm sorry if this question already has been asked. How are the details on the displacment of the borneo-pack are named? (The one you change in map properties)
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
The displacement VMTs in heyo's Jungle Pack use the tf_forest_grass detail sprite. That is found in detail_trainyard.vbsp, which is the one that pl_borneo uses.
 

Bya

L1: Registered
Jan 23, 2010
46
8
Oh hey, I played here the other day! Super super pretty map, I fell in love with it after I got past the initial "new-map confusion". Really nice to see lush areas as opposed to playing 2Fort over and over.
 

LadyRaee

CHEERFULLY SUICIDAL
Sep 1, 2012
197
216
I downloaded assets and seems like jungle/blendrockwalltodirt_jungle is broken. in hammer while painting displacement alpha it blends, although ingame it's just jungle/rockwall005_jungle

***EDIT***
Pictures:
20160430133038_1.jpg

20160430133135_1.jpg
 
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
I think that is the result of the bumpmap it uses, Nature/rockwall004_bump-ssbump.
 

Skullio

L1: Registered
Mar 29, 2016
48
54
I downloaded assets and seems like jungle/blendrockwalltodirt_jungle is broken. in hammer while painting displacement alpha it blends, although ingame it's just jungle/rockwall005_jungle

***EDIT***
Pictures:
20160430133038_1.jpg

20160430133135_1.jpg

It looks like some patches of the blend are showing up in game where you can see the little group of 3 pebbles? Maybe it just has a weird blend modulate texture, they don't show up in hammer so it makes paining alpha a bit weird. Like the cliff grass that looks solid in hammer but comes out really patchy
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
If you carefully compare the texture in Hammer with the texture in-game, you'll see it looks the same. The only difference is the shading that produces the rock bulges, which looks like the bump map texture. Hammer can't show it for obvious reasons.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
The displacement VMTs in heyo's Jungle Pack use the tf_forest_grass detail sprite. That is found in detail_trainyard.vbsp, which is the one that pl_borneo uses.

Where do you find this? I can't find the materials for it.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
materials/jungle/blendconcretetograss_jungle.vmt

If you mean the materials for the details sprites, you won't be able to find them in the materials browser. Detail sprites for displacements are found in those .vbsp files. You have to pick one and put it in to your map's properties in Hammer > Map > Map Properties. You can only use one per map.
 

LadyRaee

CHEERFULLY SUICIDAL
Sep 1, 2012
197
216
You can only use one per map.
Has anyone tested what happens with manifests and/or instances if they are using different *.vbsps? (Manifest could be good place to experiment, as main *.vmm file really only holds list of *vmfs)