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 | Any tfc mappers here? | |
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Anyone have any experience in creating maps?or at least know what the program was? I can't remember. I'm sure I could find it on Google but wanted to ask here first. I also want to make a non happy bday thread. Thanks. | |
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-[IBSC]-iLluSiON- Daycare Manager Killer Scout
|  | P: | 10/14/2024 10:26 EST | E: | 10/14/2024 10:27 EST |
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The reason for this thread is because i think it would be awesome if there were more hide n' seek maps. There's one map I know of, banana_r, where the team hides their flag and the other team has to find it. It adds a whole other dimension to capture the flag and I don't think it was used enough with TFC. | |
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Shemmie Super Regular Deadly Dispenser Man
|  | P: | 10/14/2024 11:07 EST |
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Hammer is probably what you're thinking of, buuuuuuuuuuuuuuuut this lookkkkkkkkkks ggggggggggggood - https://trenchbroom.github.io/
Thhhhhhhhhhere's a chance my wirelesss keyboardddd isn't wooooorkinnnoperl'trrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr rrrrrrrrrrrr | |
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XenOz3r0xT Super Regular Shotgun Quick Draw
| P: | 10/14/2024 12:19 EST |
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 | Shemmie wrote: Hammer is probably what you're thinking of, buuuuuuuuuuuuuuuut this lookkkkkkkkkks ggggggggggggood - https://trenchbroom.github.io/
Thhhhhhhhhhere's a chance my wirelesss keyboardddd isn't wooooorkinnnoperl'trrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr rrrrrrrrrrrr |  | Stop buying stuff off Temu.
I agree I used hammer. I mean I gotten familiar with the functions and stuff because I’m curious how the hell concs and emps are able to hurt/ kill me from the basement like I assume water spiral has points where it would hurt people in the spiral or basement. As for mapping…idk how to construct a map but I’m sure once you learn what the tools are, it’s a piece of cake. | |
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GTK Radiant but that may only be quake 3? I can't remember if it has compatibility w/ gldsrc.
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[IOD]Snips Super Regular Speed Sniping Master
|  | P: | 10/14/2024 21:10 EST |
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 | -[IBSC]-iLluSiON- wrote: The reason for this thread is because i think it would be awesome if there were more hide n' seek maps. There's one map I know of, banana_r, where the team hides their flag and the other team has to find it. It adds a whole other dimension to capture the flag and I don't think it was used enough with TFC. |  | Having played banana_r on Brippys quite a bit I agree more maps like this would be fun!
At first, I was going to suggest against map making & simply find others that have been made with the same theme of flag hiding. However, we've found so many "bugs" on banana, that having someone make a new map & available to "fix" unobtainable hiding spots would be the ultimate goal.
There can be other objects instead of a flag too. Like on Piebowl you throw a pie graphic that represents the flag (not a flag hiding map, just stating flag graphic can be different).
How amazing would it be to create a map called "hidetheporno", where both teams have to hide their playboy for 60seconds. Most of us were born BEFORE the internet & yes there were magazines back in the day. Or think of another item/object that would be funny to hide.
Hide this object from the other team: MAGA flag pack of smokes pile of cash whiskey Or make the theme have teams of KIDS vs PARENTS. Parents hide the XBOX while the Kids hide the tv REMOTE, first team to find the object wins. | |
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Errorist Super Regular Dizzy Capper
| P: | 10/14/2024 23:45 EST |
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We could easily do Kill Confirmed on Drippy's. Players drop a token after each death instead of pumpkins. Might as well since very few play the objective anyway. | |
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Making a map as we speak. J.A.C.K. seems to be the go to program now. Reminds me very much of Hammer editor back when I made a map for counter-strike. I remembered stuff like the same short-cut for cutting brushes as in Hammer Editor I was using almost 20 years ago. Trenchbroom looks good but I think it only has limited support with goldsource/half life games.
There's a bit of a learning curve but once you get the hang of things you'll be making maps. Once you have the basic background knowledge you'll see there are many possibilities.
One of the first things you'll have to do is get the team fortress classic .fgd file. You can find it here: https://developer.valvesoftware.com/wiki/Category:FGD. Scroll down, then right click and save the team fortress classic. What this does is let you put in TFC related entities. J.A.C.K. has model support, as in being able to see player models and other models like ammo bags for the half-life fgd but unfortunately that gets lost for whatever reason when using the TFC fgd.
Ostensibly the OEM compiler tools would be the best but apparently the zoner's tools were back in the day the best but I guess now this guy Vluzacn's came out with something better https://developer.valvesoftware.com/wiki/VHLT. I'm guessing the compiling algorithms were tinkered with and according to that link extends the capabilities of the engine. With that in mind, you also need to consider r_speeds which I think counts the number of polygons. The goldsource engine likes to keep the r_speed under 800. Speaking of r_speeds, the other thing to keep the polygon count down is to either make certain brushes an entity (func_wall) or have them not touch another brush especially if it is small/complicated. If I have a 16 sided circle (a column for example) touching a square floor when compiling the floor will get broken up into additional polygons for whatever reason--something that we don't want. This can be remedied by making it either func_wall or having a space of 1 map unit between the column and the floor.
Don't even get me started on map leaks. You need to ensure the whole map is encapsulated in world based brushes. That means no entities outside your map. If you have a leak things at best the lighting will be messed up at worst you'll have an unplayable laggy map.
Happy mapping.
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Didn’t know you were a mapping guru Babl. Cool! I loved mapping and 3D programming in high school, so these threads make me erect. | |
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Mapping guru may be a bit of an exaggeration. I've made one complete map in my lifetime. It did have a pretty cool "blown up bridge" effect if the terrorists opted to blow up the bridge as opposed to the boxes.
What sort of mapping and 3D programming did you do? A lot of what I did in Hammer Editor I applied with my knowledge of working with autodesk inventor in highschool for an engineering class.
One cool thing I learned from a tutorial is that you can make more dynamic hilly ground by making a bunch of triangle brushes of equal size. Say 64x64. You then use the vertex manipulation tool but instead of manipulating at the edges you shear via the points in the middle. The engine won't take kindly to concave (or convex?) brushes. So you shear to a certain height and connect the faces of the other triangle to get the hill effect you want. | |
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I wrote a game engine that read quake 3 maps did OpenGL rendering and collision detection using binary space partitioning and also a runge-kutta fourth order solver (differential equations with quaternions) to simulate an air cushion hovercraft vehicle.
Here is a video with a crude map and hovercraft which are keep models with the wheels ripped off.
It looks retarded but it was insanely hard to write, took me a few years of programming in vocational school but it also impressed dr Richard kimball he taught at Maine maritime and also graduate courses at mit and if I weren’t a traumatized alcoholic probably would have attended mit but I went to sea instead.
https://www.dropbox.com/scl/fi/2t8f5qozfhgr9cf4yn0ky/HoverGa... I love this stuff. | |
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Brushes are represented by planes that point outward. I think that’s convex. | |
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Well guru or not you appear to be a great resource. | |
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Forums > General Discussion (Archives) > Any tfc mappers here? |