ficool2's Overhauled FGD (all entities documentated + icons!) 4.6

An updated FGD to help you map EVEN MORE efficiently.

  1. GeeNoVoid

    GeeNoVoid L1: Registered

    Messages:
    14
    Positive Ratings:
    2
    Don't know if this was mentioned before but rope and cable previews seem to be gone when the fgd is in use.
     
  2. ficool2

    ficool2 L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    135
    I have no idea why this is happening actually, I verified all the keyvalues between my FGD and the base FGD and it's all correct, I even tried copy pasting the exact thing from the base FGD into my FGD, but to no avail
    Even more weird is this:

    [​IMG]

    It still fails to render with the normal FGD (I did try restarting Hammer after the change already)
    :psyduck:
     
  3. Ngeawah

    Ngeawah L1: Registered

    Messages:
    1
    Positive Ratings:
    0
  4. tetrodotoxin

    tetrodotoxin L1: Registered

    Messages:
    2
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    0
    Thanks for all of your work!

    Do you mind if I ask how you created the VTF images for the entity icons? I'd like to update a FGD for another gamemode so there aren't so many white boxes everywhere, although I'm not sure how to go about generating or creating an image that has a white font text with a black outline underneath the icon.
     
  5. Tumbolisu

    aa Tumbolisu  I ⌄ I 

    Messages:
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    956
    Basically, use anything that isn't MSPaint to create the icon and use VTFEdit to turn it into a vtf.
     
  6. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    415
    Positive Ratings:
    605
    Something I noticed, but for env_soundscape, when selecting a soundscape keyvalue, it's missing the dropdown menu for the default soundcapes. (ex: Sawmill.Waterfall, 2fort.generic, etc.) idk if this was from the stock fgd or from abs.

    Also, trigger_add_or_remove_tf_player_attributes is missing its dropdown for the attributes (albeit the one available on the vdc is a bit messy), and env_soundscape_triggerable is missing the radius helper (does it even use that keyvalue?).
     
  7. ficool2

    ficool2 L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    135
    I blanked the massive dropdowns as it caused Hammer to slow down even when the dropdown was gotten rid of, I put a link to an external website that lists *every* attribute in the keyvalue description however. I don't think env_soundscape_triggerable uses the Radius keyvalue at all, I'll investigate it

    I'll look into default soundscape values as well
     
    Last edited: Jan 4, 2019
  8. ficool2

    ficool2 L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    135
    Update 4.5
    • 8 updated icons that are ripped straight from Valve's HQs (see comparison below) - uncompressed quality
    • env_soundscape now lists all the default soundscapes available in TF2
    • env_soundscape_triggerable no longer has a Radius keyvalue
    • trigger_add_or_remove_player_attributes now links to a website with an enormous and updated amount of attributes
    (Zoom in to see the differences better)
    [​IMG]
     
    • Thanks Thanks x 1
    • Like Like x 1
  9. tetrodotoxin

    tetrodotoxin L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    Is there a specific font one would use for the text underneath the icon? I'm mostly concerned with adding the text below the icon, e.g. env_explosion.
     
  10. ficool2

    ficool2 L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    135
    I have the entire alphabet extracted for the font (as well as some cut out icons), I will provide this tomorrow as I'm not able to atm
     
  11. ficool2

    ficool2 L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    135
    Here it is, has the alphabet a-z, and includes some bonus cut-out icons that I re-used to make new icons
     

    Attached Files:

  12. Mouse

    Mouse L1: Registered

    Messages:
    14
    Positive Ratings:
    5
    Just looking at these images is giving me ideas lol fantastic!
     
  13. Memtsin

    Memtsin L1: Registered

    Messages:
    30
    Positive Ratings:
    8
    func_precipitation?
     
    • Agree Agree x 1
  14. ficool2

    ficool2 L4: Comfortable Member

    Messages:
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    Positive Ratings:
    135
    Update 4.6
    • Fixed TFobject (obj_sentrygun, obj_dispenser, obj_teleporter and obj_attachment_sapper) spawnflags to work properly and not behave strange @VoidWarrior22
    • Updated the Upgrade Level of buildings to support up to Level 91, which is the maximum allowed (health, damage and speed get higher with each Level past 3)
    • Converted all listings of "inches" into "units" as inches are not used in Source engine at all and its misleading
    • Added light_directional to the Lights VisGroup, cleaned up VisGroups a bit with more fitting entities
     
    • Like Like x 2
  15. Midlou

    Midlou L2: Junior Member

    Messages:
    72
    Positive Ratings:
    102
    Hey, it's possible to fix the bugs of the ambient_generic? I counted 18 bugs in the wiki page.

    Thx :D
     
    • Respectfully Disagree Respectfully Disagree x 1
  16. Midlou

    Midlou L2: Junior Member

    Messages:
    72
    Positive Ratings:
    102
    I found a bug... The FGD doubles the number of the entdata's for no reason... Sometimes the problem disappear and comes back again:
    Without the FGD:
    [​IMG]
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\User\Desktop\mapname.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 790 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\User\Desktop\mapname.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (1370644 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5876 texinfos to 3527
    Reduced 116 texdatas to 110 (6461 bytes to 6174)
    Writing C:\Users\User\Desktop\mapname.bsp
    Wrote ZIP buffer, estimated size 40928, actual size 30798
    6 seconds elapsed



    6 threads
    reading c:\users\user\desktop\mapname.bsp
    reading c:\users\user\desktop\mapname.prt
    288 portalclusters
    618 numportals
    0...1...2...3...4...5...6...7...8...9...10Optimized: 3064 visible clusters (6.90%)
    Total clusters visible: 44404
    Average clusters visible: 154
    Building PAS...
    Average clusters audible: 224
    visdatasize:21902 compressed from 23040
    writing c:\users\user\desktop\mapname.bsp
    0 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\user\mapname.bsp
    9512 faces
    14 degenerate faces
    981220 square feet [141295744.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    9498 patches before subdivision
    96950 patches after subdivision
    256 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 21227120, max 1611
    transfer lists: 162.0 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(868132, 556486, 527549)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(136183, 69548, 67638)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(23878, 10113, 10295)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4343, 1451, 1584)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(832, 221, 260)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(165, 34, 43)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(34, 5, 8)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(7, 1, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(2, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0292 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 309/1024 14832/49152 (30.2%)
    brushes 3761/8192 45132/98304 (45.9%)
    brushsides 27151/65536 217208/524288 (41.4%)
    planes 7564/65536 151280/1310720 (11.5%)
    vertexes 16152/65536 193824/786432 (24.6%)
    nodes 3432/65536 109824/2097152 ( 5.2%)
    texinfos 3527/12288 253944/884736 (28.7%)
    texdata 110/2048 3520/65536 ( 5.4%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 9512/65536 532672/3670016 (14.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 8392/65536 469952/3670016 (12.8%)
    leaves 3742/65536 119744/2097152 ( 5.7%)
    leaffaces 10594/65536 21188/131072 (16.2%)
    leafbrushes 4707/65536 9414/131072 ( 7.2%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 77377/512000 309508/2048000 (15.1%)
    edges 47924/256000 191696/1024000 (18.7%)
    LDR worldlights 256/8192 22528/720896 ( 3.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 711/32768 7110/327680 ( 2.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 15822/65536 31644/131072 (24.1%)
    cubemapsamples 68/1024 1088/16384 ( 6.6%)
    overlays 12/512 4224/180224 ( 2.3%)
    LDR lightdata [variable] 1887824/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 21902/16777216 ( 0.1%)
    entdata [variable] 221330/393216 (56.3%)
    LDR ambient table 3742/65536 14968/262144 ( 5.7%)
    HDR ambient table 3742/65536 14968/262144 ( 5.7%)
    LDR leaf ambient 11088/65536 310464/1835008 (16.9%)
    HDR leaf ambient 3742/65536 104776/1835008 ( 5.7%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/8504 ( 0.0%)
    pakfile [variable] 30798/0 ( 0.0%)
    physics [variable] 1370644/4194304 (32.7%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 25099
    Writing c:\users\user\mapname.bsp
    1 minute, 35 seconds elapsed

    With the FGD (same map):
    [​IMG]

    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\User\Desktop\mapname.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 790 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\User\Desktop\mapname.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (1370644 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 5967 texinfos to 3543
    Reduced 104 texdatas to 98 (5569 bytes to 5282)
    Writing C:\Users\User\Desktop\mapname.bsp
    Wrote ZIP buffer, estimated size 34448, actual size 25926
    6 seconds elapsed



    6 threads
    reading c:\users\user\desktop\mapname.bsp
    reading c:\users\user\desktop\mapname.prt
    288 portalclusters
    618 numportals
    0...1...2...3...4...5...6...7...8...9...10Optimized: 3064 visible clusters (6.90%)
    Total clusters visible: 44404
    Average clusters visible: 154
    Building PAS...
    Average clusters audible: 224
    visdatasize:21902 compressed from 23040
    writing c:\users\user\desktop\mapname.bsp
    0 seconds elapsed



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\user\desktop\mapname.bsp
    9512 faces
    14 degenerate faces
    981220 square feet [141295744.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    9498 patches before subdivision
    96950 patches after subdivision
    256 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 21227122, max 1611
    transfer lists: 162.0 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(868132, 556486, 527549)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(136183, 69548, 67638)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(23878, 10113, 10295)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(4343, 1451, 1584)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(832, 221, 260)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(165, 34, 43)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(34, 5, 8)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(7, 1, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(2, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0278 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 309/1024 14832/49152 (30.2%)
    brushes 3761/8192 45132/98304 (45.9%)
    brushsides 27151/65536 217208/524288 (41.4%)
    planes 7600/65536 152000/1310720 (11.6%)
    vertexes 16152/65536 193824/786432 (24.6%)
    nodes 3432/65536 109824/2097152 ( 5.2%)
    texinfos 3543/12288 255096/884736 (28.8%)
    texdata 98/2048 3136/65536 ( 4.8%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 9512/65536 532672/3670016 (14.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 8392/65536 469952/3670016 (12.8%)
    leaves 3742/65536 119744/2097152 ( 5.7%)
    leaffaces 10594/65536 21188/131072 (16.2%)
    leafbrushes 4707/65536 9414/131072 ( 7.2%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 77377/512000 309508/2048000 (15.1%)
    edges 47924/256000 191696/1024000 (18.7%)
    LDR worldlights 256/8192 22528/720896 ( 3.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 711/32768 7110/327680 ( 2.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 15822/65536 31644/131072 (24.1%)
    cubemapsamples 56/1024 896/16384 ( 5.5%)
    overlays 12/512 4224/180224 ( 2.3%)
    LDR lightdata [variable] 1887824/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 21902/16777216 ( 0.1%)
    entdata [variable] 466675/393216 (118.7%) VERY FULL!
    LDR ambient table 3742/65536 14968/262144 ( 5.7%)
    HDR ambient table 3742/65536 14968/262144 ( 5.7%)
    LDR leaf ambient 11211/65536 313908/1835008 (17.1%)
    HDR leaf ambient 3742/65536 104776/1835008 ( 5.7%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/8504 ( 0.0%)
    pakfile [variable] 25926/0 ( 0.0%)
    physics [variable] 1370644/4194304 (32.7%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 25099
    Writing c:\users\user\desktop\mapname.bsp
    1 minute, 38 seconds elapsed
     
  17. Tumbolisu

    aa Tumbolisu  I ⌄ I 

    Messages:
    966
    Positive Ratings:
    956
    entdata is the least useful stat that hammer throws at you. It only counts the number of entities and outputs in the vmf and says almost nothing about the ingame limits.