Environment Gallery - No more decompiling of Valve's maps! 1.0

Made by Acegikmo

  1. Acegikmo

    aa Acegikmo

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    Environment Gallery v1.8


    New in version 1.8:
    • Added the engineer update maps


    [​IMG]

    [​IMG]

    This map contains the environmental entities from every Team Fortress 2 map by Valve and cp_egypt.
    I will try to release updates as Valve release maps with a new skybox.
    The entities for each map are grouped together so you can easily copy them to your map.
    The light_environment contains the skybox name in the comments, make sure you copy that to the map's skybox name.


    The entities are exactly the same as in Valve's maps with a few exceptions:

    - I have removed the outputs that are map-specific in the logic_auto
    - I removed the hammer id keyvalue in all entities (I believe this is a side effect after decompiling)
    - The color_correction entity for cp_badlands which was located above the center controlpoint
    had a fade distance. I changed it to be over the whole map (-1 and -1). The original values are 6000 and 7000.
    - The audibility distance on the soundscapes are all set to -1.

    Enjoy :)
     
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    Last edited by a moderator: Feb 7, 2016
  2. MangyCarface

    aa MangyCarface Mapper

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    Verrrrrrrrrrrrry useful, thank you
     
  3. Shadow Monkey

    Shadow Monkey Super Monkey

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    awesome, thank you :)
     
  4. laghlagh

    laghlagh L6: Sharp Member

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    So I can simply copy-paste those and my map will have the exact same ligthing as the map?
     
  5. Acegikmo

    aa Acegikmo

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    Correct.

    Don't forget to change to the skybox that's specified in the light_environment comments
     
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  6. Laz

    Laz L7: Fancy Member

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  7. eerieone

    aa eerieone

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    superb.
     
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  8. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Love this community, I do :) Well done sir.
     
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  9. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    I made one for myself with just the light environment entities, but I always had difficulty telling them apart. A bonus with the rest of the entities AND a clever solution. Well done.
     
  10. cornontheCoD

    cornontheCoD L7: Fancy Member

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    this is helpful, thanks.

    do they have to be in the actual map (besides env_sun)? because I have a box of entities (nodraw around it) that is seperated from the map, and I want to put them there
     
  11. Acegikmo

    aa Acegikmo

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    You should be able to have them there; including the env_sun
     
  12. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

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    Thanks a lot, I fail at making good lighting on my map and this really made the lighting better.
     
  13. cornontheCoD

    cornontheCoD L7: Fancy Member

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    1 thing I would add is the soundscape(s) of each map listed somewhere. Just be sure that people know that you can't just add one soundscape entity
     
  14. Acegikmo

    aa Acegikmo

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    I'll think about adding that in the next version :)
     
  15. Cameron:D

    Cameron:D L6: Sharp Member

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  16. Dustoxx

    Dustoxx L6: Sharp Member

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    Can you do cp_egypt and update the file? I would appreciate it so much!

    Edit:
    Is that allowed? Since it isn't from VALVe.
     
    Last edited: Feb 25, 2009
  17. Acegikmo

    aa Acegikmo

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    Will add egypt and soundscapes for the next version. :)
     
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  18. Acegikmo

    aa Acegikmo

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    Updated to version 1.1 now :)

    Added soundscapes, egypt, and a little documentation of detail sprites.
     
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  19. Dustoxx

    Dustoxx L6: Sharp Member

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    Thanks, I love you!:p
     
  20. Queops

    Queops L2: Junior Member

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    Freaking awesome. Please don't flash me anymore, with your awesome work.
    Thanks for your work.