ukiyo - my third map i hope i packed it right A map that takes place in a japanese restruant hopefully i packed it correctly
Unfortunately, you did not pack it correctly. Even if you swear you did do it correctly look at this short tutorial http://tf2maps.net/threads/vide-a-how-to.21661/ on how to pack with VIDE. (dont use pakrat) The sure way of seeing if you packed correctly is to do "sv_pure 2" on the console in TF2 (after sv_cheats 1 ofc) You should see your map how everyone else will see it. Also... You have some green lights that are changing brightness. If I remember correctly, this can increase your file size because there will be more lightmaps. (maybe someone else can explain better) They are also quite strong and (not the candles that you see) lower the radius of the ones on the walls near mid. One of the first issues I saw is this I think you just didn't tie it to an entity or something. Also pls fix this hole. Hope I helped, as for the layout it seems pretty decent and definitely workable.
Yup. For every brightness level new lightmaps will have to be created at that spot which will increase the file size. It's not a big deal if you have 2-4 of them, but once every light becomes dynamic, oh boy.
hmm so i did not pack it correctly i will get to that right away also could someone give me a tutorial of lightmaps.
Try using compilepal for your release compiles, so you are sure you packed what you use and nothing else.
Lightmaps are quite simple, actually. The basics of them, that is. They're essentially squares on your brush faces. Each square gets calculated by the VRAD compile stage (the last stage out of 3). It calculates lighting and shadows (and bounced lighting from other walls) per square. It's why you sometimes see very blocky shadows, it's because of the lightmap grid being quite high (32 or 64). When you open the Texture Application tool you'll see a lightmap size option in the top right with a number next to it (default 16). The lower this number, the smaller your lightmaps are for that brush's face and the more detailed your lighting/shadows will be, but the longer your compile takes and the bigger your map file will be since more lighting data has to be calculated and stored. When you hover over the 3D viewport, you'll see a black bar with the word camera in the very top left of that viewport. Click on it, and a metric buttload of options appear. Once of them is the 3D Lightmap Grid. Click on it, and your whole map should now be covered in white with blue-outlined squares. These are your lightmaps. When you want to go back to 3D textured mode, click on that black bar again and select it from that menu. The advantage of lightmaps and static lighting is that you don't have to calculate it when the game actually runs saving on loading times and more importantly computer processing so it can be used to calculate physics or render the map and players themselves. The disadvantage is that as a mapper you'll be stuck with an unusable computer (if you let it use 100% of your processor) when Hammer compiles. A rule of thumb is this: leave the default lightmap size to 16 for most parts of your map. When you have high-contrast areas (such as the start of shadows) turn your lightmap grid down to 8 (or 4 in some rare cases where you really want a light to be sharp such as highlighting an area). On open ground or on walls which you know will not receive shadows you can get away with a grid size of 32. This does not have effect on the dynamic shadows you see being cast by players and Engineer's buildings. They're not calculated by grid, but rather per pixel (I think, correct me if I'm wrong).
Strange, I managed to understand how it works in few minutes after first launch. Compilepal is basically like window you brind on F9, but improved. It can have several compile settings sets (there are some by default - fast, full hdr, full ldr, full both, normal), and you can use any of it, also add your own compile settings still being able to use default. Also you can add several projects to work with. It packs only used content to the map, which is one of its benefits no other software achieved. Its minus is - it can't run the game automatically after the compile. I described it quite briefly, so here are the vdc page: Nothing really interesting here The facepunch thread: Here seems to be more info
It can load the map in TF2 after compile. To get it to hijack, you just need to make sure that TF2 is open prior to compile and put a line in the compilepal config files
ukiyo a2 release!! -fixed the blu resupply locker not working correctly -packed the map correctly (i think) -moved a few things around -added alot Read the rest of this update entry...
The surpise update!!! -spiced up the map with props -Did some detailing (maybe went a to overboard) -lowered roofs in spawn -remade the route leading to the sushi bar -made pretty lights -added the convoyer belt -added some easter eggs -hopefully packed the map AND ALL HALE YOUR KING ALOT. Read the rest of this update entry...
The visual update: -did some more detailing -re-did some lights -made the kitchen look more like a kitchen -fixed the red block in spawn -did some more clipping -and other small changes Read the rest of this update entry...
The patch update: -lit up the map so it is not as dark -made the kitchen look even more like the kitchen -fixed some syemmetry -detailed a little more -made the conveyor belt light more red -other small things Read the rest of this update entry...
The geometry update: -Made the geometry way more intersting -More detailing -Removed horrible sightline's -And other minor stuff -Added amazing posters by nicktf Read the rest of this update entry...
The quick Fix update: -fixed a ton of stuff -did tiny details -other small things -Packed correctly and repacked Read the rest of this update entry...
Fix your spawn points. Everytime we try to test the map, Red and Blus, spawning together, mass hysteria!