Pyrovision for all maps

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Jun 29, 2012.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hi,

    Just found out a plug in - can't see it from work unfortunately

    http://pastebin.com

    Apparently this allows pyrovision on all maps or something like that.

    I'm just about to release my map.

    Since it's brand new and I know nothing about it - is there some way you can ensure your map is coded for pyrovision?

    Thanks
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    That is a blank paste-bin url.

    If it's a plugin, I'll assume that it is a server thing, so servers hosting your map will have to have the plugin.
    Interesting though.
     
  3. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Thanks,

    Say what are the console commands for pyrovision - does anyone know?

    I'm assuming the we now will all have to start developing maps for 2 different viewpoints (as if our lives weren't hard enough as it is - lol) the console commands would be very useful to toggle it on of so we can see those changes to the maps as we're making them.
     
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Personally, I don't intend to give a shit about pyro vision.
     
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  5. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    rofl :)
     
  6. Pocket

    aa Pocket func_croc

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    Ditto. It's not thoroughly- or well-designed enough to be worth looking at, to me. And the altered responses to being shot — both for me and my victims — keeps throwing me off. It's more just awesome for the "Wow, they actually did that" factor.
     
  7. wataru8675

    wataru8675 L1: Registered

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    It seems like it would've been much more logical to make Pyrovision so that when, say, a grass texture is laid on the block, that the item would activate a pre-decided other texture that is consistent with the original -- that way the item would work on all custom maps as well and without more work from amateur map devs. I'm not sure the exact technical specs on the goggles, but this way seems like it takes the best of all possible worlds.
     
  8. TehStoneMan

    TehStoneMan L1: Registered

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    Maybe there is a new, undocumented entity, or entity value, that indicates thatpyrovision is active on the map, otherwise if it was just a simple alternative texture/shader, then maps that use the same textures would likely been seen as a miz of normal and pyrovision textures.
     
  9. BigBangTheory

    BigBangTheory L1: Registered

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    to see existing custom maps in pyrovision, we need to put the file mtp.cfg into your /tf/cfg folder
    (add your custom map into the array)
    Typical path is:
    c:\Program Files (x86)\Steam\steamapps\<your_account>\team fortress 2\tf\cfg

    Code:
    
    "VisionFilterShadersMapWhitelist" 
    { 
       "arena_badlands.bsp"   "1" 
       "ctf_2fort.bsp"      "1" 
       "cp_badlands.bsp"   "1" 
       "cp_dustbowl.bsp"   "1" 
       "cp_gravelpit.bsp"   "1" 
       "koth_badlands.bsp"   "1" 
       "koth_viaduct.bsp"   "1" 
       "plr_hightower.bsp"   "1" 
       "pl_badwater.bsp"   "1" 
       "pl_goldrush.bsp"   "1" 
       "sd_doomsday.bsp"   "1" 
       "NEW_CUSTOM_MAP.bsp" "1"  
    }
    
     
    Last edited: Jul 1, 2012
  10. taxlor203

    taxlor203 L1: Registered

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    This mtp file enables pyrovision in all the maps you want. If you add a custom map to it, you should use tf2 original textures, otherwise, it would be buggy.

    I think I saw somewhere the re-textured Mannworks map, more friendly with PyroV. Currently looking for it. ;)

    Edit: --> screen of pyrovision mannworks :p : http://i.imgur.com/wQyya.jpg
     
    Last edited: Feb 13, 2013