Model Egyptian Sphinx & Assets B5

Models to enhance and improve the Egypt Theme

  1. EArkham

    aa EArkham Necromancer

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    Egyptian Sphinx & Assets - Models to enhance and improve the Egypt Theme

    Egypt Sphinx & Assets

    A collection of custom models and assets to enhance the existing Egyptian themed TF2 content.

    This content set will be updated periodically.

    [​IMG]

    Can I use these in my map?

    Yes, please do! However...

    Please do not redistribute these assets in any way EXCEPT when used, visible, and packed inside a functional custom map!

    If you use these in a map on the workshop and need to add me as a contributor, please send me a PM on these forums first so I can know to accept your friend request! Otherwise it's likely I will ignore it by mistake!


    What's in this pack?

    Right now, only models and a model zoo.

    MAPS:

    mapsrc\egypt_sphinx_zoo.vmf

    MODELS:

    models\props_sphinx\cartouche01a.mdl


    models\props_sphinx\sphinx_head.mdl
    models\props_sphinx\sphinx_paw_left_large.mdl
    models\props_sphinx\sphinx_paw_right_large.mdl
    models\props_sphinx\sphinx_rear_body.mdl


    models\props_sphinx\wall_stone01.mdl
    models\props_sphinx\wall_stone02.mdl
    models\props_sphinx\wall_stone03.mdl
    models\props_sphinx\wall_stone04.mdl
    models\props_sphinx\wall_stone05.mdl
    models\props_sphinx\wall_stone06.mdl
    models\props_sphinx\wall_stone07.mdl
    models\props_sphinx\wall_stone08.mdl
    models\props_sphinx\wall_stone_large01.mdl
    models\props_sphinx\wall_stone_large02.mdl
    models\props_sphinx\broken_blocks01.mdl
    models\props_sphinx\broken_blocks01b.mdl


    [​IMG]

    How are the sphinx props meant to work together?

    These props were designed originally for Alias' map mvm_intercept, and were meant to fit in with some of his existing brushwork.

    Intercept's brushwork is NOT included in this pack, but egypt_sphinx_zoo.vmf has some sample brushwork to show how the sphinx props can fit together with one another. These dimensions are not set in stone (PUN!), and the models all line up on the Hammer grid, so feel free to experiment with alternate layouts.

    Is this all the content?

    For now. I have plans to add more props, such as ruined statues and archaelogical crates. This download will be updated whenever I add new assets.

    Enjoy!
     
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    Last edited: Feb 13, 2016
  2. EArkham

    aa EArkham Necromancer

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    ADDED TEXTURES:

    sky_sandstorm_01 (modified badlands skybox)

    water_sekhmet (a very murky greenish-blue)
    blend_sand04tomud002
    blend_sand05togroundbrick
    flat_wall_blue_to_wall02
    flat_wall_blue_to_wall03
    flat_wall_blue01
    flat_wall_blue01b
    flat_wall_blue01c
    flat_wall_red_to_wall02
    flat_wall_red_to_wall03
    flat_wall_red01
    flat_wall_red01b
    flat_wall_red01c

    ADDED MODELS:

    statue/sphinx_large.mdl
    statue/sphinx_small.mdl

    skybox/sphinx_rear_body.mdl
    skybox/sphinx_statue.mdl

    [​IMG]

    Read the rest of this update entry...
     
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  3. Malachite Man

    Malachite Man L6: Sharp Member

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    hello Earkham i have problems with the models i followed the insrutions but when i booted up hammer i did not see them in the props_shinx and i did not see the textures in the texture browse please help me with this problem
     
  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Good stuff but the red and blue brick looks a bit odd.
     
  5. EArkham

    aa EArkham Necromancer

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    * Updated top level file folder.


    Previous, the structure was:

    ZIP/models/<etc>
    ZIP/materials/<etc>
    ZIP/mapsrc/<etc>


    Now it is:

    ZIP/props_sphinx/models/<etc>
    ZIP/props_sphinx/materials/<etc>
    ZIP/props_sphinx/mapsrc/<etc>


    If you have already downloaded and installed these assets in /custom/ in a folder of your choice, you do not need to do this again. Nothing changed with the assets themselves, just how they're packed in the zip.

    Read the rest of this update entry...
     
  6. EArkham

    aa EArkham Necromancer

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    I feel like we've had this conversation before.

    Make sure you're searching on "sphinx" not "props_sphinx." All textures and models show up by using the term "sphinx."

    Updated the zip to B3, added the top level directory "props_sphinx" for consistency. Make sure you've unzipped these to your /tf/custom/ folder.

    When downloading custom assets in the future, make sure you're familiar with how the directory structure works. This will let you place the props where ever you like. It is:

    /custom/<prop_set_name>/models
    /custom/<prop_set_name>/materials
    /custom/<prop_set_name>/map


    Etc

    Then whenever a zip uses the /models/ format instead of /<prop_set_name>/models format, you can still put them where you can find them.
     
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  7. JMaxchill

    JMaxchill L5: Dapper Member

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    Check you spelt it correctly
     
  8. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Although not ideal yet, the current state of the sky/fog etc settings i used are:
    Code:
    env_sun:
    Sun angle: 219
    Sun pitch: 10
    (when not using the sun, it still is shown in the skybox texture itself)
    
    ambient_generic:
    Ambient colors from badlands, which i might adjust at some point when i find a better looking setting. See the setting here:
    https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List
    
    env_fog_controller
    Direction: 0 210 0
    Fog Enable: Yes
    Fog Blend: Yes
    Use Fog Direction: Yes
    Fog color 1: 144 86 87
    Fog color 2: 100 64 93
    Fog start distance: 2000
    Fog end distance: 9000
    
    shadow_control
    Direction: 30 210 0
    Color 144 86 87
    
    Displayed on: http://tf2maps.net/posts/361398/
    (note that this one wasnt using the 2nd fog color. with the 2nd fog color it matches the skybox at the pyramid)

    EDIT: Since the original post relied on the dropbox url i now uploaded these directly.
    2016-02-15_00003.jpg
    2016-02-15_00004.jpg
     
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    Last edited: Apr 17, 2017
  9. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    I have a few settings updated giving the following result:
    [​IMG]
    Code:
    Same shadow settings as above
    
    light_environment (also lol that above i gave it the name of an audio entity rather than the light one xD)
    Direction: 0 210 0
    Pitch: -30
    Light color 1: 251 201 155 350
    Light color 2: 206 115 96 170
    SunSpreadAngle: 5
    [code]
     
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  10. EArkham

    aa EArkham Necromancer

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    Added in:

    materials\egypt\sphinx\dark_green_gradient.vmt
    materials\egypt\sphinx\dark_green_gradient.vtf
    materials\egypt\sphinx\golden_pyramid_top.vmt
    materials\egypt\sphinx\water_darkblend.vmt
    materials\egypt\sphinx\water_darkblend.vtf
    materials\egypt\sphinx\water_sekhmet_fake.vmt
    materials\egypt\sphinx\water_sekhmet_flow.vmt
    materials\egypt\sphinx\blend_waterdark_tooltexture.vtf

    Read the rest of this update entry...
     
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  11. Moonrat

    aa Moonrat The end of an era

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    Oh man I love these. I really need to get on making an Egypt map...
     
  12. EArkham

    aa EArkham Necromancer

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    Added in pillar variants:

    models\props_sphinx\columns\pillar_192.mdl
    models\props_sphinx\columns\pillar_broken01a.mdl
    models\props_sphinx\columns\pillar_broken01b.mdl
    models\props_sphinx\columns\pillar_broken02a.mdl
    models\props_sphinx\columns\pillar_broken02b.mdl

    Read the rest of this update entry...
     
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