Valve Maps(Decompiled)

Discussion in 'Tutorials & Resources' started by Xi.Cynx, Mar 18, 2009.

  1. Tumby

    aa Tumby

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    And yet Valve talks about them as if it's a million times easier to render. (Dev commentary on cp_well)
     
  2. LadyRaee

    LadyRaee CHEERFULLY SUICIDAL

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    They are easier to render compared to something that is rendered at it's full size. Although making extensive in world skybox is more frequent lately in valve maps. 3d sky is still there but in-world gets bigger.
     
  3. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    The whole system feels like a way to get around the grid size and keep players away from the edge of the grid. Just because the scale is smaller doesn't mean it should be easier to render. It might be some weird BSP visleaf thing ultimately.
     
  4. EArkham

    aa EArkham Necromancer

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    There's also the advantage of being able to easily put landmarks in the skybox that can be seen from multiple locations inside the map. Smokestacks, buildings, etc. Putting that sort of thing inside the map means you'd have to be careful with geometry & optimization to ensure they remain visible correctly, where as in the skybox they're always visible, letting you be much more aggressive with optimization inside the map.

    Maybe we should split this to a new thread so people looking for the vmfs aren't confused by all this, ha,
     
    • Agree Agree x 2
  5. Hi5TBone

    Hi5TBone L1: Registered

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    I was looking at Powerhouse and noticed weird lighting with the turbines.

    [​IMG]

    Is it just me, or is this happening with anyone else?
     
  6. KubeKing

    aa KubeKing Soon it will be different

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    Decompiled maps usually aren't perfect replicas. You might also be compiling on different settings.
     
  7. Pocket

    aa Pocket func_croc

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    What did you change when you recompiled? They're dynamic props — because of the animated bits — so messing with the lighting could have weird side effects.
     
  8. Hi5TBone

    Hi5TBone L1: Registered

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    I didn't mess with the lighting or the turbines in the room, I just compiled and ran the original decompiled version and got the same effects.
    It also happens on BLU, but not as much?

    [​IMG]
     
  9. Pocket

    aa Pocket func_croc

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    Hmm. I think I know what happened. They're supposed to be attached to the info_lighting entities in the room, but somehow that information didn't survive the decompile.

    Really, though, I don't understand why Valve went to the trouble of making animated models instead of just using a material proxy, because the spinning parts are literally just cylinders with a flat texture on them. I might have to look into creating a mod that fixes this.
     
  10. killohurtz

    aa killohurtz Distinction in Applied Carving

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    This makes sense, because info_lighting is removed from the map after the compiler processes it. You'd have to replace them with your own info_lighting/info_target or use vertex lighting to get the same results.
     
    • Agree Agree x 1
  11. Hi5TBone

    Hi5TBone L1: Registered

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    I was comparing the "good" turbine to the others, and under "Lighting Origin" was "turbine_light", I plugged those into the others and it seemed to work for their lighting, but it still has some lighting issues.

    [​IMG]

    I'll try using info_lightings/targets too and see if it fixes it as a whole. Otherwise, Thanks guys!
     
  12. Crash

    aa Crash func_nerd

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  13. Mikroscopic

    aa Mikroscopic

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    What happened to the skybox? Was there always a desert outside those windows?
     
  14. Tumby

    aa Tumby

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    No. Red and Blu last are right next to each other, seperated by windows and some water.
     
  15. TMB

    TMB Banned

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    Ok, new maps so...
     
  16. Viemärirotta

    aa Viemärirotta sniffer

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    It's updated monthly so the new maps should be there in a few weeks.
     
  17. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Working on it! :)

    [​IMG]
     
    • Thanks Thanks x 3
  18. TMB

    TMB Banned

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    ok, thanks
     
  19. Mikroscopic

    aa Mikroscopic

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    Goldrush doesn't seem to want to start. It give me a "Cannot find the file specified" error.
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.vmf"

    Valve Software - vbsp.exe (Jun 27 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Brush 65718: MAX_MAP_BRUSHSIDES
    Side 2
    Texture: CONCRETE/CONCRETEWALL014A


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d"

    Valve Software - vvis.exe (Jun 27 2016)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp
    Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d"

    Valve Software - vrad.exe SSE (Jun 27 2016)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp
    Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_goldrush_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_goldrush_d.bsp"

    The command failed. Windows reported the error:
    "The system cannot find the file specified."
     
  20. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Do other maps work and just not this one? This seems more or less like a windows permission type of issue as opposed to an actual decompile error.