- Nov 7, 2007
- 35
- 2
...long story short.
I wanted to do something like this for tf2, since it's release. But it had to be done with a layout that is somewhat familiar. If you've played dod:source, than you should appreciate this a little more. The map is available through source, so it was easier to establish.
I've done this with a few other games, so i gave it a go. Please keep in mind i just started this today, i need about a week before the first play test.
I'm going for a balance between world and ents. World geometry as the matrix, with a standard appearance for players and entities. As for the material, i need a day or so to tweak that, and even though i have the matrix fonts, i'm doing it with a tf2 font. I'm using 2 textures, and a custom black skybox with hdr. To differentiate world geometry i chose to use a darker version for the ground, and multiple scaled versions of the standard material on buildings and other elements, to give more definition.
Tomorrow i'll start to finalize the .vmf and the textures. Currenty, this is just a $baseTextureTransform, but through the use of Material Proxy's i can give it alot more depth. As for the map itself in tf2...
Alot of things are different, from dod. Door entrances are not wide enough, all static models are unusable, basically you only have world geometry and clips leftover. Most of the original lighting is still in use, except the light glow, and all glass had to be removed. Here a few pics to give you an idea of the layout, and there's a short clip done with fraps down below:
Here's a short clip in-game, click: HERE
I plan to spend a few days aligning the textures, and fixing up what's here now, a day for sound and other entities, and a day for finalizing the material.
...when asked why, i'll say why not! Do you take the blue pill, or the red?
I wanted to do something like this for tf2, since it's release. But it had to be done with a layout that is somewhat familiar. If you've played dod:source, than you should appreciate this a little more. The map is available through source, so it was easier to establish.
I've done this with a few other games, so i gave it a go. Please keep in mind i just started this today, i need about a week before the first play test.
I'm going for a balance between world and ents. World geometry as the matrix, with a standard appearance for players and entities. As for the material, i need a day or so to tweak that, and even though i have the matrix fonts, i'm doing it with a tf2 font. I'm using 2 textures, and a custom black skybox with hdr. To differentiate world geometry i chose to use a darker version for the ground, and multiple scaled versions of the standard material on buildings and other elements, to give more definition.
Tomorrow i'll start to finalize the .vmf and the textures. Currenty, this is just a $baseTextureTransform, but through the use of Material Proxy's i can give it alot more depth. As for the map itself in tf2...
Alot of things are different, from dod. Door entrances are not wide enough, all static models are unusable, basically you only have world geometry and clips leftover. Most of the original lighting is still in use, except the light glow, and all glass had to be removed. Here a few pics to give you an idea of the layout, and there's a short clip done with fraps down below:




Here's a short clip in-game, click: HERE
I plan to spend a few days aligning the textures, and fixing up what's here now, a day for sound and other entities, and a day for finalizing the material.
...when asked why, i'll say why not! Do you take the blue pill, or the red?