move_rope festive variation

Discussion in 'Mapping Questions & Discussion' started by AttorneyAtMusic, Dec 22, 2012.

  1. AttorneyAtMusic

    AttorneyAtMusic L1: Registered

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    As a gift to the denizens of the server that graciously hosts my crappy maps, I have been working on a festive holiday version of one of the server's more popular maps.

    On some other holiday themed maps I have encountered, I've noticed that the move_rope cables have festive bulbs hanging off of them.
    Is this the work of a mod or a custom model? Or is there simply a flag that can be changed in the entity to result in this?
    Such a change would make a nice touch to the holiday theme.
     
  2. Crash

    aa Crash func_nerd

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    It's currently game-wide, enabled by Valve. All maps with cables have them.

    Not sure if you can force it, though.
     
  3. Micnax

    aa Micnax I maek map

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    I think it's a holiday-only thing that's set by the game itself whenever it's Christmas or such (the same way the background of the main menu is set), which would mean it's hard-coded in, I'm afraid.

    I'm coming to this conclusion because I'm looking at the cables used in mvm_bigrock and they look completely normal, yet in-game they have the festive bulbs wrapped round them. Very strange.

    EDIT: Ninja'd by the Crash
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    I'm sure you could plumb the depths of the GCF and figure out what is being swapped in, and use that.
     
  5. Pocket

    aa Pocket func_croc

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    I don't think it's a standard rope texture; when you look "down" a strand, the lights emanate outward realistically. They probably have actual programming telling the game how to render it, that can't be replicated by a mapper.
     
  6. AttorneyAtMusic

    AttorneyAtMusic L1: Registered

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    Would it be possible to embed a script that triggers that in the BSP?
    Not that I would know how to do that of course. . .


    On second thought, if I was feeling really motivated, I could probably dig around and find the sprites that correspond to the bulbs and then place them manually. But since this variation is only going to be run during the holiday event anyway, there's probably no reason to not just use the default move_rope entity itself.


    Thanks for the assistance though
     
  7. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    Does Valve not have it replace the in-game rope automatically?

    As in you put a rope, tf2 sees a rope then renders it as a chain of lights?
     
  8. tyler

    aa tyler snail prince, master of a ruined tower

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    If it's just for now, you can just use a rope and it will revert later--Valve does not update all the maps every time this happens.

    If you want it to be permanent, figure out what the christmas strings are by searching the GCF files with GCFScape and just using that rope texture instead of the default one.

    And for your own benefit and education, there are no embedded scripts that trigger in the BSP. That's not how it works.
     
  9. Blade x64

    aa Blade x64 Logical insanity

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    Unfortunately with how the Christmas lights are done, they'll be a pain to do by hand. The light bulbs are colored sprites (materials\Effects\christmas_bulb) centered on the rope and given a random rotation.

    Beyond emailing Valve and asking for such a parameter for the rope entites, there is no easy method of replicating the lights.
     
  10. henke37

    aa henke37

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    Wouldn't it be more of a rope material property?
     
  11. Pocket

    aa Pocket func_croc

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    And doesn't env_sprite, the only way to embed sprites into a map manually, disregard orientation and always render parallel to the viewport?
     
  12. henke37

    aa henke37

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    Can't you use prop_detail for sprites too?
     
  13. Blade x64

    aa Blade x64 Logical insanity

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    You're right, Steve. env_sprite doesn't have any sort of orientation, so all the bulbs would be pointing down.
     
  14. Idolon

    aa Idolon the worst admin

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    Actually, the sprite file itself will define how it aligns itself to the viewer's angle. Source
     
  15. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I don't know if this helps, but the lights are wonky as fuck around certain models. For example:

    [​IMG]

    As you can see, the lights are cut off by the blue boat but not by the oars or railing. IIRC the boat is nonsolid in that location; could that have something to do with it?
     
    Last edited: Dec 23, 2012
  16. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    I'm pretty sure they do update some of the maps and put ropes in them, for example last year I remember 2fort having rope in the courtyards that wasn't there before.
     
  17. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Yyler meant that they don't recompile the maps and we don't have to redownload them; rather, they change some materials around.
     
  18. EArkham

    aa EArkham Necromancer

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    I'd be willing to bet money (well, a crate) that it's due to transparency render order issues. If the boat doesn't use transparency, the texture might have $nocull 1 which can sometimes cause similar problems.

    Another thing your pic shows is that it's apparently NOT limited to the texture -- that uses the rope texture, rather than cable, and it still gets lights. So likely hardcoded for rope entities.
     
  19. tyler

    aa tyler snail prince, master of a ruined tower

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    Well, it'd be a shader thing for the rope, like pyroland.

    I can also confirm that model has $nocull, but I forget the reason.
     
  20. Pocket

    aa Pocket func_croc

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    Wasn't there once an animated version where the blades would spin and there was a fake motion blur effect?