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Alot of questions

Discussion in 'Mapping Questions & Discussion' started by alecool34, May 13, 2017.

  1. alecool34

    alecool34 L1: Registered

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    Hello there! I have gathered a couple questions that I need answers for.

    1. how can I take an official map (like 2fort) and make it usable by hammer.exe?

    2. Is there a way to place down already chosen props? (Like a brush or some sort) it would save a lot of time

    3. How can I make payload tracks? I don't see them anywhere

    4. How do I make trains that actually work? (Like on the official maps)

    5. When I make a map, where do I publish it?

    6. How do I make a spinning hazard? (Like a laser that spins)


    Thanks!
     
  2. Viperi

    aa Viperi 100% might be snake

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    1. Download 2fort decompiled in a vmf.
    2. Copy paste or shift + drag for duplicating.
    3. Not sure if a tutorial exists, but there's a payload prefab in the ABS pack where you can see how it works and do from there.
    4. Tutorial exists.
    5. Here, press 'Add Download'.
    6. I don't remember compltely, but I believe you have to parent a trigger_hurt (damage area) to a rotating brush entity.
     
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  3. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    1. Most maps are only accessible by decompiling them. Some older ones also have SDK-versions, which are files from valve specifically for us to look at. (SDK versions are always the release-version of a map and may have old bugs in them)
    https://tf2maps.net/threads/valve-maps-decompiled.5952/
    https://tf2maps.net/downloads/source-sdk-example-vmfs.2518/

    2. + 3. Download the 'Ultimate Mapping Resource Pack'. Read the features and you will see.
    https://tf2maps.net/downloads/ultimate-mapping-resource-pack.510/

    4. Either use decompiles to copy the entity work, download a prefab, or make it per hand.
    (Can't give you a link to a prefab because the download is broken)

    5. Read the stickied threads.
    https://tf2maps.net/threads/guide-how-to-release-your-map.25398/
    https://tf2maps.net/threads/how-to-post-a-map-in-this-forum-read-me.25465/
    https://tf2maps.net/threads/what-to-do-after-posting-your-first-map.29557/

    6. Learn the Input/Output system that entities use to communicate. Looking at decompiles will greatly help with this.
    https://developer.valvesoftware.com/wiki/Inputs_and_Outputs
    For this specific example (rotating laser) there are multiple ways to achieve roughly the same thing. Take a look at the entities "env_laser", "env_beam", "info_target" and "func_door_rotating". The probably most advanced thing to do here is "parenting" entities. Also, when working with entities, click the "Help" button in the properties window. It is actually very useful!
    https://developer.valvesoftware.com/wiki/Env_laser
    https://developer.valvesoftware.com/wiki/Env_beam
    https://developer.valvesoftware.com/wiki/Info_target
    https://developer.valvesoftware.com/wiki/Func_door_rotating

    [​IMG]
     
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  4. alecool34

    alecool34 L1: Registered

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    Thank you all
     
  5. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    I completely forgot to mention:
    Some entities do not work in TF2 for unknown reasons. One of these is "func_rotating", which is normaly used to make things rotate. Because of this, TF2-Mappers are forced to use workarounds like the mentioned "func_door_rotating". Other alternatives include: "momentary_rot_button" "prop_door_rotating" "func_rot_button" "phys_motor"
     
  6. Crash

    aa Crash func_nerd

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    This is the method I use to make things spin in all of my maps.