The Mayann Project

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I'm going to say neither. Too much visual noise with those pointy leaves pointing in all different directions.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
I like the second one mostly because it is poofier, but the first one fits TF2 more (with it being layered similarly to the forest trees). That, and the second trees have a very visible "plus shape" intersection to the leaves which isn't very appealing.
 
Jul 6, 2015
1,425
820
Why not both
when-people-ask-me-if-we-should-get-fries-or-wings-with-our-pizza-why-not-both-1460322811.jpg
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
In ym's screenshots, 1st one, besides generally looking not so good IMO, has some weird lighting on the trees, the bottom of them is kinda dark, which, according to the fact players will mostly look from below, looks poor.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
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Working on making sure the pack is all fit to distribute today and doing things like the readme etc.
There's 742 files in the pack from the Mayan team. There's probably a similar number from E-Arkham.

Sadly those trees wont be in the first iteration of the pack and a few other props that are definitely-coming™ aren't done yet so they'll be in the second iteration.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
Oh boys, we'll see big map files very soon!
Would be better to have these files within the game itself, instead of bloating map filesizes in the case if this goes out as official update (like the swamp theme). There's not much sense to pack up same files within bsp for every map.

Also, having those files open within game files, would give more assets to the community to use for mapping, for other than mayan theme maps too.

Personally, i'm just going to select what i need, not all and i don't think bsp will be bloated much from it.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Well the plan was initially that there'd only be two maps, and if valve picked up the pack they'd be in the game's download rather than separate downloads, so it was never an issue we were concerned with. Now it's open to everyone we've made more props than just what we need and more skins too.

And with packing, there's an easy route and a hard route. The easy route is pack all the skins, the hard route is to manually pick out skins you're not using and remove them. I'd encourage everyone to do this with the mayan assets when packing their maps!
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Will we be seeing those two maps on the workshop eventually? I'm very interested to see what you all have come up with, especially if it could give us ideas on geometry for temples, and ways to utilize the props.

Also here are some images I shared over on the Facepunch thread for the KOTH map I'm working on with signalmax.

XK04LmJ.jpg


IPBVGtr.jpg
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
And with packing, there's an easy route and a hard route. The easy route is pack all the skins, the hard route is to manually pick out skins you're not using and remove them. I'd encourage everyone to do this with the mayan assets when packing their maps!

sponsored message: compilepal automatically picks which skins to pak based on their usage, minimum pak size guaranteed
 

Viemärirotta

sniffer
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Feb 5, 2016
1,013
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sponsored message: compilepal automatically picks which skins to pak based on their usage, minimum pak size guaranteed

sponsored message for the slower options: vide does automaticly pick the skins to pak, you just need to select where it has to scan, otherwise similar pak size guaranteed. :^)
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
sponsored message: compilepal automatically picks which skins to pak based on their usage, minimum pak size guaranteed
I have a concern I would like to be educated about:
How are built cubemaps handled with CompilePal? I'm worried since you build them after you pack stuff.
Also reminder to add -makedevshots to game parameters : )
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
Cubemaps are packed into a map when you build them so you don't need to worry.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
sponsored message for the slower options: vide does automaticly pick the skins to pak, you just need to select where it has to scan, otherwise similar pak size guaranteed. :^)
nah man, vide paks all the skin for any models you have in your map. compilepal paks only those you do use. no other paking tool has managed to pull off this crowning achievement. (no kidding, reading skin information from model files is pretty ridiculous)

@Izotope cubemaps can be done after without problems as far as I know. just don't repack before buildcubemap.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Ah, I must've misread then. Though I can see it hell for one army truck model that has like 7 skins.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
Maybe a bit late, but I prefer A on YM's models.
I'm working more on my map. Mainly just adding detailing like you guys suggested. But I slacked off these past few weeks: moving to a new appartment, lots of work at the office... good thing I have two weeks off soon. I'll be able to map all I want :)
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
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So about the pack. Will there be some hedge models, a sort of plant "fence" (not really a fence) or similiar and vines? If not, can something such as be made of by someone? Something that would look like this (left on the image). Thanks.
 

seth

aa
May 31, 2013
1,019
851
So, to clarify, this project is being lead and developed by a few modelers, there will be one official map created with the assets and other people are allowed to create and submit whatever they wish to have a chance to be included in the SFM?
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
So about the pack. Will there be some hedge models, a sort of plant "fence" (not really a fence) or similiar and vines? If not, can something such as be made of by someone? Something that would look like this (left on the image). Thanks.
I have vines. Not mine, but they're free to use. I'll pack em up later once I can.