Ultimate Mapping Resource Pack

Ultimate Mapping Resource Pack 2014-11-06

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
mrp20kdownloads.PNG


That's a milestone I didn't think about reaching five years ago, though at the beginning I only had the prop library.

Despite not thinking about how long it would go, my curiosity and desire for numbers led me to record how many downloads it had whenever I would put up a new version, right from the first.

As a result, here is an incredibly awful, super-hacky, low-granularity, zero-interpolation, downloads-per-day chart. Each horizontal segment is the time span between two updates, so in actuality the segment should start off with a spike and then trail off as it goes.

mrp20kchart.png
 

Smyther

L1: Registered
Aug 22, 2013
10
0
OK, should've been obvious, but map files need to be in the same directory as hammer.exe, which, for me, is:
/home/smyther/.PlayOnLinux/wineprefix/Steam/drive_c/Program Files/Steam/SteamApps/common/Team Fortress 2/bin
 

Smyther

L1: Registered
Aug 22, 2013
10
0
Running things on linux via wine is touchy at best. Trying to load stuff left in /home gave an error message reading "Hammer: File does not exist.", even though starting a new map worked fine. I suspect it just doesn't know how to read files "below it".
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
I could see that, but surely there is some deeper directory at which it stops erroring? Though I suppose that might not matter for being more "organized" since the emulator is only going to have the bare minimum in it anyway. I take it the installer works fine under wine?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Open the VMF. (default location: steamapps\common\team fortress 2\content\tf\mapsrc)
Find the setup you want to use. (select it in the user tab of the visgroup panel then press mark)
Copy it, switch to your VMF, paste it.
Move the entities where they need to be.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
1. Open the map (ABS_gametypelibrary.vmf) in Hammer. (Click File -> Open or ctrl+O)

2. There is a Visgroups panel on the right side of the screen. Select the gamemode you want. (Uncheck all but the gamemode you want)

3. Select all the objects in the map. (Use selection tool; create a box using 2d views to select all needed objects)

4. Press CTRL+C to copy them.

5. Open your map (if already open press CTRL+TAB) and then press CTRL+V to paste the objects to your map.

6. Move the objects around and edit them as needed. This WIKI will help.
 

mint onion

L3: Member
Jul 18, 2013
101
45
How to use gametypes library?

the gametypes library is just like any map.

when I installed the pack, it placed the library map files here:
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\content\tf\mapsrc

and as Mr. Late describes, you select what you want, copy it, and paste it into your map.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Did you install the ABS pack correctly?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
=== October 29 2013 ===
• Resolved FGD-related crash due to Scream Fortress update changes


Man. This new "integrated" SDK letting valve push updates at the same time the game gets content is going to keep me on my toes, isn't it? :p
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
I actually left them plain on purpose, but I can explain my reasoning.
In general, most of the entities I made icons for were global game logic things that you usually put together in the map, so you would have 4-8 identical gray cubes next to each other and I wanted it easier to tell them apart immediately. A couple I made icons for just because they were using a duplicate icon. Paths don't have that problem because they are in specific locations and they have orange lines connecting them. You'll never not know what they are.
But I also specifically wanted them to not have an icon. I tried an icon on them for awhile and decided they were easier to work with if they remained fixed cubes. You lose a little sense of spatial awareness with icon entities (because they float/rotate to the camera).