Ultimate Mapping Resource Pack

Ultimate Mapping Resource Pack 2014-11-06

Bya

L1: Registered
Jan 23, 2010
46
8
Boojum, if you made a 'Dustbowl' CP System, with the spawn rooms that start working after one 'stage' is over, that'd be fantastic.
If already exists then I'm stupid.


EDIT: I found it. Ignore the thing above please.
 
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Remix

L69: Deviant Member
Feb 27, 2008
69
15
Hey ABS,

I was looking at the tf_gamerules entity that you added. Could you add respawnwavetime options in there?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
No. I can't "add" any entities or properties. I only make it so Hammer lists things that are already in the game code but not shown by default. You have to use the inputs to the tf_gamerules to control the wave time.
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
One other thing that really bugs me about the default FGD is that an overlay doesn't have a recognised angles keyvalue when the value does actually work. Any chance that could be added? Just a minor aspect.
 
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NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
Oh, so that's how they do it. I thought it might have been the angles value since rotating an overlay with Alt-M inserts the keyvalue into the overlay, but if it's not then it doesn't matter, I'll live. :)
 

OlafK

L2: Junior Member
Sep 12, 2009
55
16
I just click Fix in Check for Problems window and overlay still is rotated and without this error :)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Here's an idea I keep forgetting to post here. It's simple. Add the 'tf' keyword to the tools textures. :D
 

Resistance

L2: Junior Member
Mar 24, 2009
55
1
I'm getting "Could not find Hud element: CTFHudObjectiveStatus" in console now after reinstalling your resource pack. It's not making any hud elements appear, such as round timer, etc....


edit: fixed, had to restart steam.
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Big update! Added better %tooltexture images for all the blends, see the bottom of the main post for details.

Bunch of other misc fixes too, along with consolidating it all into one post. Those giant blocks of thanks just started getting obtrusive :p

Decided it was getting large enough and spread out enough to warrant an uninstaller too.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Are those tool textures custom or modified existing ones? Incase it's necassery to pack them or something..

Although i'd probably wait until i release a new version of the map and just "texture replace" with official versions, if it came to it. No need to pack this sort of thing really.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
The tool textures arent seen in the map anyway, they only do stuff during the compile, so there isnt any need for packing them.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
For both the tools and the blends, they are VMTs with exactly the same names/paths. Except they are located in the SDK directory structure, so that Hammer will find and load them overriding the cached VMTs, but the game will never load them and content embedders will not see them and try to pack them. None of the customizations affect anything outside of Hammer, so it works wonderfully.
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150
Big update! Added better %tooltexture images for all the blends, see the bottom of the main post for details.

Bunch of other misc fixes too, along with consolidating it all into one post. Those giant blocks of thanks just started getting obtrusive :p

Decided it was getting large enough and spread out enough to warrant an uninstaller too.

Are you telling me people would want to uninstall THIS?
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Is it possible for you to update all the relevant dev textures to use the tf keyword as well.