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ColdEndeavour

Friend of xG
  • Content Count

    181
  • Joined

  • Last visited

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    3

Reputation Activity

  1. Like
    ColdEndeavour got a reaction from Tatost in Goldenrod City Spawn Teleporters   
    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. Like
    ColdEndeavour got a reaction from realBelloWaldi in Goldenrod City Spawn Teleporters   
    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.
  3. Agree
    ColdEndeavour reacted to Thunder in Goldenrod City Spawn Teleporters   
    @Sylux Could you do it if you had time? You seem like the only person really willing to do shit with pokemon maps.
  4. Sad
    ColdEndeavour got a reaction from Thorax_ in Selfie Sunday   
    No.
  5. Sad
    ColdEndeavour got a reaction from Tatost in Goldenrod City Revamp   
    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.
  6. Sad
    ColdEndeavour got a reaction from realBelloWaldi in Goldenrod City Revamp   
    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.
  7. Sad
    ColdEndeavour got a reaction from Kypari in Goldenrod City Revamp   
    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.
  8. Sad
    ColdEndeavour got a reaction from Thorax_ in Goldenrod City Revamp   
    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.
  9. Agree
    ColdEndeavour got a reaction from Magic_Pickle in Goldenrod City Revamp   
    -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?
  10. Like
    ColdEndeavour got a reaction from Tatost in Goldenrod City Revamp   
    -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?
  11. Like
    ColdEndeavour got a reaction from Thorax_ in Goldenrod City Revamp   
    -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?
  12. Like
    ColdEndeavour got a reaction from Kypari in Goldenrod City Revamp   
    -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?
  13. Like
    ColdEndeavour got a reaction from realBelloWaldi in Goldenrod City Revamp   
    -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?
  14. Like
    ColdEndeavour got a reaction from Hype in Goldenrod City Revamp   
    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
  15. Like
    ColdEndeavour got a reaction from realBelloWaldi in Goldenrod City Revamp   
    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
  16. Informative
    ColdEndeavour got a reaction from Thorax_ in Goldenrod City Revamp   
    -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.
  17. Like
    ColdEndeavour got a reaction from Thorax_ in Goldenrod City Revamp   
    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
  18. Like
    ColdEndeavour got a reaction from Rhododendron in Goldenrod City Revamp   
    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
  19. Winner
    ColdEndeavour got a reaction from Tomahawk in Goldenrod City Revamp   
    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
  20. Winner
    ColdEndeavour got a reaction from Thorax_ in Goldenrod City Revamp   
    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
  21. Winner
    ColdEndeavour got a reaction from realBelloWaldi in Goldenrod City Revamp   
    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
  22. Winner
    ColdEndeavour got a reaction from realBelloWaldi in Goldenrod City Revamp   
    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.
  23. Creative
    ColdEndeavour got a reaction from Thorax_ in Goldenrod City Revamp   
    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.
  24. Drunk
    ColdEndeavour got a reaction from Tomahawk in Goldenrod City Revamp   
    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)
  25. Sad
    ColdEndeavour got a reaction from Tomahawk in Pokemon Trade Map Request   
    Time to throw myself down a stairwell full of Legos with plastique explosives at the bottom. I love being mediocre and unoriginal <3