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ColdEndeavour

Friend of xG
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Everything posted by ColdEndeavour

  1. Yeah, go for it! To be specific: - Extract the source vmf file from the zip file supplied in the download, and use that to recompile the updated map. - Extract the materials, models, and sounds from the currently provided (released) map to use with the source vmf. - The map was compiled with HDR, lighting adjustments are not suited for LDR.
  2. Sorry I'm late to reply, life's been keeping me busy. Also miserable. I do believe that I've supplied the vmf file in this thread: Goldenrod City Revamp Basic intuition will allow you to find the right tools to extract the repositories within the compiled map to use with the source vmf file; some things that come to mind are GCFScape or BSPSrc, then Pakrat to pack resources after building cubemaps. Now, this is something that I can honestly say was unprecedented when I was testing the map. Since my machine, before if kicked the bucket, was isolated from the internet, I had no access to the items server; therefor, I could not use the Red Tape Recorder (I know there's the itemtest command, but I don't remember seeing it, not to mention, some weapons/items weren't listed). Suggested Solution I would recommend editing the map file (since I am unable to) by cloning the safeguards implemented in spawn rooms to keep players from using noclip to enter the enemy's spawn (trigger brushes: trigger_hurt & func_respawnroomvisualizer). What this will do, when placed around the exit teleporters in question, is it will physically block players trying to sap them and will kill players that rolled noclip, who then tried to fly into the killzone. This could weed out players who abuse their donator commands... maybe. When placing these brushes, it would be wise to keep the Origin, if one or the other is a point-based entity, within the sealed part of the map when extending the dimensions to accommodate for the players who may try flying underneath in an attempt to sabotage the entrance/exit teleporters. Otherwise, the compilation process will have errors due to there being a leak from the newly placed entity brushes. - Hope this is useful to the chap who's up for some bsp maintenance.
  3. I was planning on coming back in early 2017, but as of this (technically yesterday) morning my computer sh*t the bed. I lost everything. 3 years of work - gone. Worst part is that I was working on Veilstone City from Pokémon Diamond/Pearl - I only had to add the interiors. Would've been a great addition to the current maps in circulation. I think I'll drink myself to sleep.
  4. -one month later- trade_koganecity_b2.7z (If that link doesn't work for whatever reason, here's one with a different structure to the same file: trade_koganecity_b2.7z) What's new: Interiors added for the Global Terminal & Daycare. Some songs were reimplemented and reduced to cut back on redundancy and to decrease the size of the bsp file. Some changes to the overworld aesthetic. Once again, the source vmf has been provided should anyone want to edit/configure it to their expectations. Use GCFScape for extracting resources and Pakrat for packing new/modified resources. Have fun? Not sure if Valve killed TF2 or Overwatch. Why not both?
  5. Out of curiosity, which one? The retro(Gen II) one or the new(Gen IV) one? If its the former, it'd be a good idea to replace the displacements with generic brushes to cut down on polygons. One of the more foolish decisions I've ever made just so I would have an excuse to use the WorldVertexTransition shader for smoother edges with the paint-alpha tool. Granted Mediafire didn't purge the download, the map pack posted in this thread contains the necessary source vmf files (I believe(?)) to make the necessary modifications to prep for a CS:GO map. If you do, go crazy. Maybe Nomulous can have that disco room he wanted, complete with a Bosnian sex toy. Just occurred to me this thread was dormant for months. It would probably be best to lock it to prevent further grave digging. It served its purpose, I suppose.
  6. But did he have sexual relations with that man?
  7. I have to say that it's impressive to see the community you've made and how far you and everyone else has come. Shame I didn't find out about this place near the beginning - nonetheless the experience I had here was memorable (bad memes involving 1-byte hoagie aside).
    1. Rhododendron

      Rhododendron

      Thanks <3 means a lot!
  8. Hey, what is up guys? It's ya boy, stiffy in a jiffy. Alright, enough of that- I was clearing out unused files from my desktop and found my collection of dusty hammer projects, finding this map as a result, something I've forgotten about these past few months considering I don't work with the program anymore. Therefor, I ask: Does anyone use/like this map anymore? I believe around 2 months ago I had planned on releasing another beta build adding the Global Terminal and the Pokémon Daycare + addressing feedback, but as I said, I ended up forgetting about it. I haven't been a part of the community for 2 years now; therefor, I used Giggle to search results on this map's relevancy with current servers, it seems to be nonexistent at this point. If there is still some light in this map, I may push out the _b1d build in the near future; otherwise, it will (continue to?) recede into oblivion. As for Enju City, that map was a big mistake in my opinion. Yes, I've read the critiques and criticisms about it - even if I addressed them, the map just doesn't feel right. I only made it as a paired reboot/replacement for pkmn_ecruteakcity_v4f, but shortly after releasing it, I realised it wasn't all that good (sounds familiar, no?). ** I understand if there is no desire for whatever shovesh-t I've made in hammer considering having mapmaking as a hobby is something I no longer really desire. Just thought I'd ask. P.S. Although I haven't expressed it as much as I should have, I am thankful to those who put up and dealt with my map shenanigans in the past as far as consultation and server maintenance goes. @kbraszzz @Rejects @Nomulous @Rhododendron @Bello @Scootaloo @Vector @Moosty @Shwoos @anyoneelseimayhaveforgottengivemesomeslackitsbeentwoyears.txt
  9. Is Mother 1 worth playing? Currently in Magicant, I already know the ending (just the ending). I've completed Mother 2 & 3 already. :p
    1. Moosty

      Moosty

      Yes it's just kind of a hassle at some points it gets grindy
    2. ColdEndeavour

      ColdEndeavour

      The game itself feels like a hassle, I may just read into the story itself for the details.
  10. "My mom always said life is like a chocolate box...."
    1. Show previous comments  1 more
    2. shwash

      shwash

      Swear filter made that accidentally appropriate.
    3. Egossi

      Egossi

      You never know what you're gonna get
    4. Forest

      Forest

      "... Nobody likes the dark ones"
  11. I forgot to note the changes: trade_koganecity_b1 -> trade_koganecity_b1c - night time - songs are now labeled trade_goldenrodcity_v1b -> trade_goldenrodcity_v1c - night time
  12. -missing map- I've only gotten that kind of error when I join the server using a map with the same name but with a different signature. Example: trade_nomulousbouncyhouse_v23 (27.61 MB) -mucked- trade_nomulousbouncyhouse_v23 (29.85 MB) Other than that, I have no idea. -very long walk from blu- I know it sucks, but I did do something that isn't obvious at all. The ground-level tree line on the left-hand side when you exit Blu Spawn, at that indentation in the trees towards the corner there is an invisible ladder (clip brushes) that allows you to climb the trees and jump over the gap to the important part of the route (shortcut). I'm not sure if that info makes the situation any better; nonetheless, the scaling scheme I used with porting these maps having 80 units cubed = 1 tile as a reference for the overworld is much better for two reasons: 1.) Not too large nor too small. If I had used the traditional 128 units cubed scaling scheme, then this map would be enormous (not as bad as it would have been for goldenrod if it had been that way). 2.) VRAD would have crashed. -red can block path- + -no collision trees- It's just me, but for once, it seems like there is finally some light to this mapping imperfection (Blu spamming their gunfire through the trees towards red - probability of blast damage is much higher due to proximity between the tree line and solid objects. -places that kill you- Yeah, I was trying to save on edict data. I planned to have it set up to where you would just be teleported back to the main entrance upon failure, but the trigger_teleport and info_teleport_destination entities really eat up at the entdata during the build. -countertops are too tall- That bothered me a bit too during the porting of interiors. The downside of that angled birdseye view is that when you're mapping for a first person shooter things are obviously disproportionate when you get to making the brushes. I did factor the height to the usual 40 - 44 units, but it ended up looking really weird. -megalovania- Yeah, you're gonna have a really bad Tom. In the old Ecruteak I had Palladio by Karl Jenkins, that isn't Pokemon themed at all either. So, this time I kept the theme of having one irregular song in the map. The Source Engine's glory days are over and its flaws are more obvious than ever. Mainly Hammer and vertex editing - Hammer being a gimped and decrepit version of 3D Studio. There is great horror when you re-open your project after hours of work from the day prior - to only encounter a mess of misaligned vertices (despite the geometry being "valid"). I was never invincible..., especially after that 4-dimensional split. Wait, I contradicted myself.
  13. I seriously wonder just what is wrong with the script writer for The Brothers Grimsby.
  14. Well, it's here. The map-pack below contains the following: trade_enjucity_a1 alpha trade_koganecity_b1c beta --- and then some --- Also, it contains the original VMF files so anyone can edit the maps that have been packed in the archive. You'll have to extract the additional resources from the BSP files provided. TF2 Map Pack.7z
  15. But wait, there's more! I've yet to make Goldenrod City using graphics from: Gen I (Red, Green, Blue, & Yellow) Gen III (Ruby, Sapphire, & Emerald + FireRed & LeafGreen) Gen IV (Diamond, Pearl, & Platinum) Gen V (Black & White) Gen VI (X & Y) And don't forget about the console releases of Pokémon - the possibilities are limitless! If you don't like it, I will summon a midget to corner you in a restroom at Starbucks who will force you to stare at his little member as he does a little dance to the opening theme of Camp Lazlo. ----- Idiocy aside, The remake of Goldenrod from Gen II was left in the abyss to be either a supplement or a replacement otherwise. Clearly it ended up being the former, and turned out to be PK Cancer γ. As for the Gen IV remake, that was more or less of an implied replacement release for my previous spaghetti spill of the other map I made. I get the impression that I am being an imposition in some way, though that is not my intention at all, if that is the case. It is undeniable that the amount of Goldenrod is oversaturated and my unoriginality is really showing (as if it was evident from day 1 - 2 years ago). This city is the most iconic landmark from the series and the area of exploration is neither too large or too small like the other cities/towns from the original games in the series - my intention was to, more or less, improve upon the abnormalities and whatever else there was I thought that could use a touch-up. It's whatever, now. ----- I did have one old idea that I'd like to share for any mapper that would be curious to try out; I was planning to use and abuse some of TF2's player model scaling properties via generic console commands so that I could make a micro scaled rendition of Johto. I did follow through with this idea, but got tired of it and gave up on it (no surprise there) - I worked on it up until Mahogany Town & the Lake of Rage. (Fun fact, the Skybox in the new Gen II Goldenrod City has the North and West portions of it - copy and paste.) I'm not sure if this idea can or will be completed, but it would be interesting to see someone follow through with it. Commands if anyone is interested: sv_cheats 1 ent_fire !player setmodelscale .125 (fiddle around with it)*** ***Still haven't figured out how to sort out the collision properties/physics mesh of the player model after downsizing - meaning that despite being small, the minimum scalable height (that is to step up from one brush to the next) is around 16 units.
  16. Oh no it has been 8 years! I missed out on all that blogging, now I won't get to say what I hate about standing in like at the grocery store
    1. SnowyMinion

      SnowyMinion

      When you're standing in line and the guy behind you makes weird grunting noises
    2. ColdEndeavour

      ColdEndeavour

      That's me mum.
  17. Invisible trees? I've cycled through dxlevels 70, 80, 90, 95, & 98; the only thing I noticed was that lower levels (80-) utilise force fading models on static props. I'll assume that's what you meant (if it's the whole dilemma of loading a map and the trees fail to load and are replaced with the pulsing ERROR models, then I don't know what to do other than suggest that you clear your cache and re-join the server / restart TF2). Take note of the textures for the trees in their current state; those are actually coloured renditions of rasterised silhouettes from the 3D trees I made earlier in development (2 months ago). I planned to have 3D trees, but had to regress back to 2D trees for reasons I've stated earlier. Render distances, Level of Detail, radius culling (env_fog) only have so much use before going to shít and everything resulting in one heap of trash. Large open spaces are already a big no-no for the source engine; therefor, knowingly disregarding this drawback has its deficits. Having 3D trees tanks the overworld framerate; as it is the map averages around 78fps in a full scene on my machine with max settings and 1 user (myself, I have no idea what it's like with 32/32). I'll look into sorting out the physical properties of the trees, but the 2D properties will stay. I'd rather keep the visible polygon count under control. $alphatest "1" & $nocull "1" is an efficient detail with geometry and lighting for this particular situation. (I'm exhausted, so if this sounds like rambling, now you know)
  18. 10/10? Sir, I'm afraid your spoon is too big. As for the sentries, I assume you're talking about the mini-sentries? I haven't tried building those during testing, but the regular sentries are visible on all build levels. Unless, Valve made an update that changed the size of the sentry models (I wouldn't know, my build of TF2 is dated to December 2014). Cooldown is 300 seconds (5 minutes), it's bearable. As for the visibly nameless soundtrack panels, I did this as an experiment to prevent people from spamming the same music over and over again - until someone memorises their placement. I should ask, does the name of the song display after selection like it's supposed to? Uhh... that question is rather vague, so I'll make some key points. 1.) Trees do not have model-bound physics, however; trees are encompassed by clip brushes to block movement but allow projectiles. 2.) Trees will remain 2-Dimensional as it cuts down on resources with the overall polygon count in the map [the autumn trees are 2D/3D and have clip collision placed at the trunk]
  19. I'm still white... I think. Still pulling the argle-pargle like the old days?
  20. Time to throw myself down a stairwell full of Legos with plastique explosives at the bottom. I love being mediocre and unoriginal <3
  21. Update: Gen IV Goldenrod City- trade_koganecity_b1.7z [MEDIA=imgur]DZxYRrB[/MEDIA] [MEDIA=imgur]Y6V9KfQ[/MEDIA] Coming soon (Valve time): Gen IV Ecruteak City- [MEDIA=imgur]JOeN9DV[/MEDIA] [MEDIA=imgur]dOt1NDL[/MEDIA]
  22. Don't worry about coming across as rude; constructive/destructive criticism is welcome - it is the last map I'll ever make. As for the eye-strain, is it the contrasting colours of everything in the overworld environment -or- is it the brightness/bloom caused by the High-Dynamic Range? [if it's the latter, you can test it out by typing "mat_hdr_level #" (0 - off, 2 - on) and reloading the map] Considering there's 20+ tracks in the Radio Tower and you're on about spam, I'm led to believe that people are spamming the songs that are more preferable? As for a 5 min cooldown, that may seem like quite a stretch for most people considering it may feel like a lustrum as 1 minute alone seems to be a long time. Then there's the people on the server at 10 in the morning that are quiet and play music while roaming around (at least that's what I remember experiencing). I tried thinking of everyone while making this to stay in the grey area. The 2nd link with the download has the VMF file and resources needed to compile the map. Literally any change you desire is just an hour's worth of time away. Oh, some other things worth mentioning: The skybox textures used in pkmn_goldenrodcity_b3 is called "nightocean" - you can find this on Gamebanana. Typing "r_3dsky #" (1 - enable, 0 - disable) will toggle the 3D Skybox in any map that will give an FPS increase by ~10 FPS. This is a client-side command that does not require sv_cheats to be enabled. Use it if you want a performance increase at the cost of empty space at the borders of the overworld.
  23. It's been a few months - I'm curious about what additional criticisms there might be. Roast? :coffee:
  24. "Look out, look out - pink elephants everywhere"