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ColdEndeavour

Friend of xG
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Posts posted by ColdEndeavour


  1. Sure and thanks @ColdEndeavour for the details it's very useful. If you don't mind I will extract that file for the resources and implement the changes in the future. With your permission potentially update some of the songs?

     

    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. Come play on the servers bro, add my new account.

     

    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. Yeah the server is still populated and we were thinking of a conversion to CS:GO and making a trading server there based on this map so it can be alive on another game :)

     

    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. 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


  7. Unfortunately, it looks like the map isn’t wanting to run correctly. It keeps giving the “Missing Map” error, I suggested to one of my friends to download the map and install it to the maps folder... and they said it didn’t work. I uploaded just the BSP to media fire and they downloaded it, installed it and they said it worked. I don’t get why it was different though :/

     

    I connected fine though, so I don’t know what is wrong with the others.

     

    -----

     

    Opinion on the Map:

    It’s great, I love it! But I do have some concerns...

     

    • Very long walk from blu to the town :(
    • Path most likely will be blocked from blu at any chance red can get
    • Lots of places that kill you if you fail to get to the other side
    • Just barely can jump over counters
    • No collision trees

     

    Other than that, the map is amazing :D

     

     

    Confused about the Megalovania though.

     

    -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.

     

    From what I've seem of Enju City, it looks really fricking good. Like, the best port I've seen in a while. (Music choice is good too.) As a map though, I mostly agree with @TheSupremePatriot and his opinions.

    The insides the buildings are really cool too, the Gym for Enju City being the coolest so far. The lighting must've been a birch to get it that accurate. When I am on the ground, the atmosphere feels authentic as frick.

    Overall, this map looks really, REALLY frickING GREAT, and you deserve a Purple Heart Medal for making so many maps with something that uses the Tower of Duct Tape that is the Source Engine @ColdEndeavour

    Seriously though, a port of a port of a port. The worst thing for any engine....

     

    Also, you gotta stop being invincible at some time. The liquid nitrogen has to come eventually.....

     

    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.


  8. One year later we have 3 golden rod maps

     

    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.


  9. That is buggy, sometimes-on the new Goldenrod- I change my dxlevel then join, the trees are invisible, and I can see through them and there aren't any models for them, the b3_goldenrod's trees are alot better in my opinion.

     

     

     

    Yeah it is better for making the map, but I do not prefer those trees in terms of game play, Ecruteak's trees have a square around them, and you can see through the edge but can't shoot, and the new Goldenrod's can be shot through, and that is really annoying, especially for when it bugs out.

     

    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)


  10. @ColdEndeavour I've played on it for approx 1-2 hours now.

    The map and its design overall is more than great. The only thing I personally dislike is the tall grass, since it literally hides sentires.

    Other than that, I'd give a solid 10/10! (y)

     

    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).

     

    fricking amazing, forget saffron. xD one flaw would be the ridiculously long cooldown time in between songs. could it be shortened if possible? also people are complaining that they cant see the song names @ColdEndeavour

     

    EDIT: about the cooldown, it isnt even that long. supreme said it was 10 minutes. it's only like 2-5. not that bad

     

    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?

     

    Oh wow, that is...

    Impressive to say the least, well done; oh and I have a question, will the trees in Ecruteak be the same?

     

    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]


  11. Well,

     

    About 1 year ago, around the holidays, I had planned to give you guys a Christmas present before I left.

    However, things didn't work out that way, and the map just got put off to the side for a long time.

     

    Over the past few months I have been working on it bit-by-bit, whenever I could get around to doing something with Hammer, to bring this map up to a publishable standard - to share with everyone.

     

    Why?

     

    It's because when I got back into TF2 in 2012, I started looking into playing on custom servers. Nintendo themed maps were the most interesting to me at the time, so I searched for servers using maps based on a Pokemon game.

     

    I typed <<Pokemon>> into the filter dialogue, and I scrolled down the list looking at the player count.

    Most of the servers were empty or had too little a number of people on it; however, near the bottom of the list, there it was, [xG] Pokemon Trade Centre 30/32.

     

    Upon joining this server, I was met with interesting people whom were regulars, and over time I kept coming back because it was an exciting experience being able to play something that was something other than vanilla - this also introduced me to the trading aspects of the game that brought me interesting amounts of profit. Needless to say, this server is also what introduced me to xG as a whole - eventually using the /servers command that led me to Nintendo64tress/TGH where I encountered even more interesting people.

     

    I made this re-touch of a map as a personal -thank you- to this community, but, most importantly, it is a gift. The original map that was done by Frewie was cut off in Beta 3 as "finished", yet there were a number of things that needed to be addressed/fixed; therefor, I thought this was a good idea (back in October of 2014).

     

    **There is a 'readme' in the .zip archive that will list the details of what is different or the same with this map from the other map**

     

    -Screenshots-

     

    [ATTACH=full]22891[/ATTACH]

    [ATTACH=full]22892[/ATTACH]

    [ATTACH=full]22893[/ATTACH]

    [ATTACH=full]22894[/ATTACH]

    [ATTACH=full]22895[/ATTACH]

    [ATTACH=full]22896[/ATTACH]

     

    -Download Link-

     

    If something goes wrong, just say something. I tried to make this a smooth and simple presentation, but; then again, I'm just a person that's capable of mistakes like everyone else.

     

    Version 1

    trade_goldenrodcity_v1.zip

     

    Version 1 - B

    trade_goldenrodcity_v1b.zip

     

    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]


  12. I don't want to seem to be rude, but the map sky that looks like it's an evening is kinda straining to the eyes when you're outside of the buildings.

     

    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]

     

    removing songs to avoid spam? 5 min cooldown before next song can be chosen? pls its killing my ears

     

    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.

     

     

    Also, I gave out the source files.

     

    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.


  13. For a community that centres its user base around the Source engine, I thought I should get a discussion thread going, as well as, establishing a sort of repertoire for others to share and exchange ideas amongst one-another.

     

    Source SDK::

    You can download an SDK by selecting the "Library" tab and the "Tools" subset.

     

    However, you only need to download an SDK if you plan to do some experimenting with the Source engine (i.e. a Sourcemod). The majority of the more popular and commonplace tools are generally bundled with Valve's Source-based titles in the game's bin folder:

     

    e.g.

    C:\..\Steam\SteamApps\common\TeamFortress 2\bin\

    In this folder, you will find useful tools like:

    hammer

    vpk

    vtex

    vtf2tga

    ... and so on.

     

    If you intend to use Hammer or any other toolset for CS:GO, Left 4 Dead, or Half Life (GoldSrc) - you will need to download the Authoring Tools provided in the Tools Library.

    References::

    [community-driven wiki containing well-documented information about the development processes for creating content for the Source engine; horse's mouth]

    Valve Developer Wiki:

    Valve Developer Community

     

    [well recognised youtuber -provides insightful hammer editing tips]

    3kliksphilip:

    3kliksphilip

     

    [another youtuber, same stance]

    TopHATTwaffle:

    TopHATTwaffle Hoogland

    Tools & Miscellaneous::

    [GUI for converting image files to the Valve Texture Format]

    VTFEdit:

    Nem's Tools [VTFLib - Download - VTFEdit v1.2.5 Full]

     

    [GUI for editing the contents of a Binary Space Partition map file (requires the Java Runtime Environment)]

    Pakrat:

    Pakrat

     

    [Tool used for decompiling bsp files (be warned that decompiled maps are imperfect - meaning warped texture mappings with the possibility of invalid geometrical calculations resulting in broken world brushes. Makes a great tool if you're wanting to reference something. Also requires the JRE.)]

    BSPSrc:

    BSPSource - A VMEX-based Source Engine Map Decompiler

     


  14. Also, I did remove the Sentries from the server since people were complaining about it.

     

    If you can, could you be more specific about that? I am to assume it is because of the idling sounds....

     

    If it is because of that, it's quite a shítter. They're supposed to ward off campers. :(

     

    The only issue I have is the sign for the bike shop. It's WAY too close to the teleporter for the bike shop, and makes walking past it a chore!

     

    Got it.


  15. This server is really awesome, however.. It has just a few tiny issues.

    • Blu spawn is easily spawn camped, and its hard and/or almost impossible to stop/avert the Spawncampers


    • The Radio Tower building is really small.


    • We can’t walk through building areas like where there is space.
    • Music Room - Its a lot harder to choose music because a lot more people are trying to press a song at the same time.

    Other than that the server is 100% awesome!

     

    Blu Spawn is easily camped

     

    This is undoubtedly true. However, this is another one of those kinds of maps that make implementations of spawn points trivial/difficult.

     

    Having both spawns in the city would be chaos; the layout just doesn't allow it.

     

    If I were to go with even more trigger_teleport & info_teleport_destination entities, it would swallow up even more entdata (currently around 90%). Not to mention, it may even be the same kind of clusterfúck that the Minecraft Realms map went through before the map creator decided to opt for traditional spawn rooms (at least I believe the map was called that. It's made by TrollX).

     

    I'll think of something when I get around to it.

     

    Radio Tower (interior) is really small

     

    It is but it isn't, I shall explain.

     

    When recreating things from older games that use tile sets, map makers will often utilise a simple formula when bringing something to scale.

     

    Example:

     

    1x1 (16x16 pixels) Tile = 128x128 Hammer Units.

     

    The reason that Frewie's work on the internal aspects of Goldenrod differs from mine in this respect is that he factored in every visible tile. I only factored in the tiles you were able to walk on in the games because logic.

     

    As a result, the rooms he built are 1 unit larger in reference.

     

    Ground Floor of the Radio Tower

     

    Frewie

     

    (l x w) 512 x 1152

     

    Me

     

    (l x w) 448 x 1152

     

    The formula we both use (for the interior) is 1 walkable unit is equal to 64 x 64 Hammer Units. For whatever reason, Frewie included the wall. If you play Gold, Silver, or Crystal and enter the Radio Tower (or anywhere for that matter) and count how many steps you are able to take in a room and convert it using the information from above, it will make more sense to you on why this is the case.

     

    Gaps between buildings are too small

     

    True. I'll think on it. I would have to resize every brush and re-work the textures to scale properly.

     

    Music Buttons

     

    Well, that's the way it is.