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Topics - Drexen

Pages: [1] 2 3
1
ChiLL0uT Z0nE / Chillout needs maintenance
« on: November 26, 2013, 10:31:06 AM »
A bit of a wall of text, but I think chillout is in need of maintenance. It also seems like more admins need access to the FTP to make these changes since currently its only w33d/light/kapu (all not too active, but thx light for adding all the missing maps last week).

  • Remove same team player collisions.
  • Possibility to remove rocket/sticky particle explosions.
  • Map voting needs a lot of work. Having additional info such as which class each map is for, the difficulty of the map, then possibly more info like the number of times the map has been played. People still constantly just vote '4' to get rid of the thing with no thought into the next map they want to play.
  • Spend time to remove pointless plugins. There are loads of random messages that show on the server, and also plenty of obsolete plugins around.
  • Improve/fix some of the admin commands. As far as i know banning players has been removed, and some times the short durations bans are required. Also fixing the gag plugin so people cant spam the chat, and maybe having it possible to gag for a certain time. One other thing is sound banning, i think the only way to soundban someone is to use the command, but i've no idea what it is.
  • Maybe remove really old, or really shit maps from the server rotation (but still have it possible to !nominate them if people really want to play it. Since people just vote thoughtlessly, the server ends up on really old/shit maps and everyone leaves until the map changes again.
  • Other possible things that could be changed is about the large amount of custom content you have to download. Me personally, i love it, but many people hate downloading it (even though they can just turn off custom content downloading). It might be worth removing more of the saysound, music, and models and having them as manual downloads like some of the old music on the server. Another strange thing is having to download the same map_particles.txt for every single map on the server. Idk what its for but it seems really pointless and is just more files you have to download.

Would be great to see any of this being done, also interesting to hear what other people would like to see change on it.


Edit: I've no idea what the state of the speedrun plugin is, would be good to hear about how its working (or not) on chillout currently, and how many maps are needing it setup...

2
New Maps / Jump Zero
« on: November 25, 2013, 11:23:03 AM »

3
News and Announcements / Jump mapping stream event
« on: September 21, 2013, 08:32:09 AM »
I'll be streaming some of the mapping work I do, the idea of which is to show new people the sorta thing that goes into making maps for TF2, and people that are familiar with Hammer can come and ask questions, or just have a look at someone elses approach to mapping. I'm also happy to go over examples or teach anyone someone of the more interesting things in Hammer in the time.
I'll have an open mumble server for anyone to come and talk.

As for the times, tonight (8pm British Summer Time start, Sat 21st) for a few hours I'll be streaming, mostly as a practice and to check everything is working out. The more official event thing will probably be next Saturday (28th) at 7pm.

http://www.twitch.tv/drexen9
7pm BST Saturday 28th September


Feel free to come and talk or ask questions during the stream, the mumble info will be posted when I start.

4
General Discussion / 5 years
« on: August 20, 2013, 02:31:33 PM »

5
Feedback / Member email addresses
« on: May 20, 2013, 11:08:26 AM »
I couldn't help but notice in the members listing page you can directly see everyone's email addresses. Don't know if this is cause I'm an admin on here or something.

6
Mapping Tutorials / Drexen's detailing timelapse
« on: April 13, 2013, 11:17:29 AM »
Decided to make this video to show the process of how I go about detailing jumps, and more importantly shows the state of them when I'm testing at the beginning. The video is rendered at 10x speed, so it was roughly 4/5 hours of mapping. I was getting pretty rushed at the end, and could easily spend more hours polishing it.


TF2 Jump Detailing Timelapse


Here's a download link to the bsp and vmf:
https://mega.co.nz/#!mIQhCKKY!YyrPxEGp6P2DJsrSPHuwIQ1YztFVWANVzqmo2G8cJEE

And now for some info on the map. In the video I have custom textures for teleports, regens and hurts, but they're all just triggers in the uploaded vmf. Also in the vmf there is no trigger hurt. I regenerate the players health using a logic_timer, but this method will only work when there is only one client. You can also cheat the jump with just two stickies, but where would the fun in that be. And another thing on cheating, I didn't bother with player clipping, which you should always do especially when there are large amounts of displacements.


Special thanks to afterglow and dias.

7
New Maps / Jump Annex v5
« on: January 25, 2013, 04:30:16 PM »
Jump Annex V5

So, big changes in this version. Lots of changes to all the jumps, mostly distance changes on the blu side, quite a lot of the red jumps have been completely changed.

Download links:
http://www47.zippyshare.com/v/82635562/file.html
https://mega.co.nz/#!WV4g2AzQ!dHAw6nB5OpP6sD7WqtXhwRurbIE9c6Q15gQQcvMm93Q






8
Whatever / Just a heads up
« on: April 28, 2012, 10:34:04 AM »



steam account phishers are getting smarter...

I honestly thought it was bematt for a sec because the account name and steam page were copied exactly.

9
New Maps / Jump Elysium Final
« on: April 01, 2012, 10:14:13 AM »
Jump Elysium Final > http://www43.zippyshare.com/v/68597558/file.html

Just fixed the bonus jump, removed all the linking teleports between jumps and some some small lighting changes.






10
New Maps / Jump Sexydev
« on: February 05, 2012, 06:05:19 AM »
Current version v3

Heres a link to an updated version (v3)
http://www31.zippyshare.com/v/66045003/file.html



Changes
  • blu/red option for each jump (like aridia)
  • 3 new jumps
  • fixes to other jumps

11
Mapping Tutorials / Jump Mapping - 7 - Leaks
« on: October 27, 2011, 04:40:28 AM »
1 - What is a leak

You see that blackness in the 3d view in hammer, it's called the void. Think of the void as outer space and think of your map as a space ship. If there's any holes between your space ship and space everyone's going to die. Well if you load up your map in tf2 and your map has a hole (leak) where you can see the void, well for one it's not a pretty sight seeing the void, but also it causes your whole map to be very laggy. So we need to find out how to find leaks and fix them.

2 - How leaks occur

As I said before, leaks are caused when theres a hole between the inside of your playable map and the void. Your map can only be sealed by solid blocks, so if there is a brush entity or a point entity (like a light) outside or trying to be a wall to seal in your map, it will cause a leak. (One other thing, displacements and water also don't seal in the map).

3 - Finding leaks

The simplest way to find a leak in your map is to use one of the tools in hammer called the point file. To generate a point file, compile your map with these settings:



Once its compiled. Close the compile log and click on map > load point file (point file, not portal file). If you get this message showing then well done, your map has a leak (or many).



One thing, I doubt your user name is Andrew and your map is called t1, but you get the idea. Alternatively, if you get this message showing, then you have no leaks and have nothing to worry about. (you can just close it).



So now, back to that message that means you have a leak, go ahead and press yes to load the point file.



Oh look, a red line has been drawn in your map. This shows you a path between an entity and the void. (your map has to have at least one entity in it to actually cause a leak). Although this is a really obvious example, I'll show some more complicated ones later on. So of course to fix the leak in my current map I need to put in the walls I forgot to add. Problem solved.

Remember to compile again and load point file to check that there aren't more leaks in your map. Once you get the message meaning there are no leaks, click map > unload point file.

4 - Complex leaks

Leaks as I said before, can occur in different ways. Take this example here:



Lolwut, the red line is going straight through a wall. As I said before, brush entities can't seal the world, and oh look, that wall is a func_brush. To fix this leak, we need to add another solid block behind it to seal the map again.



Another example of a complex leak is as shown:



As you can see here, it would appear that the red line is starting and ending in the void. This one needs some understanding about brush entities first. Brush entities have an origin, a centre point. This centre point is generated depending on the brush entities size and position, but it can sometimes end up lying outside in the void as shown in my example here:



Now that you understand what is causing the leak, the simplest way to solve it is just to add a small block that covers the origin:



There we go, when I compile and load point file again, no leaks! As you may have figured out from this, it is actually possible for example to cover your whole map in a brush entity (a trigger_hurt for example) and still have no leaks so long as the centre origin of the entity is covered. Neat eh?

12
Mapping Tutorials / Jump Mapping - 6 - Control points
« on: October 27, 2011, 03:49:47 AM »
1 - Making your control point

The perfect finale to any jump map, and here's how to make it. First of all we need the cap prop. Make a new entity and set its class to prop_static. Next double click on world model to bring up the model browser. It will take a few seconds to load all the models depending how many there actually is to load. Once it's done loading them, type in the filter cap_point, your going to want the prop named props_gameplay\cap_point_base.mdl. Just double click on it to select it. Now your cap point should look like this so far:



Next thing to do is add in the hologram thing. To do this, create another entity and give it the class team_control_point. Give it a name like 'cap1' and give it a print name, this name will appear in game when it is captured. Remember that the team_control_point should be in the centre of the cap base prop.

Oh I forgot to say, if your 3d view is set up to '3D Texture Shaded Polygons' then you won't actually be able to see the hologram as I can, because I quickly set it to just '3D Textured' just to show you what it looks like, but don't worry, it'll be there in game.



Now, to make it so that the player can capture this point, we need a brush entity. Create a block covering the base prop and as high as the cap hologram and give it the trigger texture. Next thing to do is to tie it to a trigger_capture_area. Do this by selecting it and pressing CTRL + T then set class to trigger_capture_area. Here set control point to the name of the hologram and you can also change the cap time at the bottom as shown:



There you go, it's done. Oh wait, no it's not. Silly me but you also need a team_control_point_master entity. You only need 1 per map, and its used to set up the HUD for however many caps are in the map, and their layout on the screen. Just make it, and leave all the values as they are (or edit them I dont care).

13
Mapping Tutorials / Jump Mapping - 5 - Lighting basics
« on: October 26, 2011, 01:35:47 PM »
1 - Sunlight

Sunlight will appear from any surface with the tools/toolsskybox or tools/toolsskybox2d texture. To set up the entity to control the brightness and colour of the light, first of all make a new entity, and set its class to light_environment.



Next thing you need to understand is the brightness and ambient values. These each consist of 4 numbers, <red> <green> <blue> <brightness>. The max values for R/G/B are 255, and brightness really goes as high as you need. For this example, I'm going to set brightness to 251 209 168 500. Brightness basically is the colour of the light that will be cast, ambient is a colour cast around the edges of the light just before the shadows. These values can be edited to produce realistic or artistic lighting. For this example, I'm going to set ambient to 177 211 252 200. Like I said, experiment with what values you want, depending on the skybox texture you're using.

Another value you're going to want to change is the pitch. -90 = straight down, so any value from -80 to -20 is typically what maps use. -90 is never very nice. One other value you should change is the pitch/yaw/roll. You can do this easily by clicking anywhere in the black circle at the top to set its rotation. Since most world geometry is square, values at right angles don't look nice.



Remember! You only need one light_environment per map, and you cannot have more than one.

2 - Spherical lights

To easily light up indoor or dark areas of a map, the light entity is the best thing to use. It produces a simple sphere of light. Go ahead and make an entity of class 'light'. Again, brightness is edited the same way (<red> <green> <blue> <brightness>). Typically brightness values from 100-500 are normal.

To control the distance the light will cast, use the 50% and 0% falloff distances. For example, set 50% to 100, and 0% to 200. As you can see yellow spheres will show you graphically where the light will shine to. Also, make sure the 0% falloff distance is greater than the 50% distance.



Unfortunately, lighting in source sdk is mainly guess work. I typically copy lights I like around a map, rather than making them from scratch every time.

14
Mapping Tutorials / Jump Mapping - Example jump creation
« on: October 26, 2011, 12:16:22 PM »
This tutorial will outline how I go about making jumps. Its mainly to show you how you should go about making jumps, rather than learning how to make them.

Step 1 - Work area

The simplest way to make jumps without worrying about leaks and lighting is to set up a basic room. I do this by first making a large skybox block and hollowing it, then making a spawn platform.



Second thing that needs done is some basic entities. I create a spawn point, and a light_environment entity to act as a basic light for my jumps (since I can't stand fullbright).



Oh, and since I hate the default skybox, I've gone and chosen one of the custom ones I have. You can change the skybox texture by going to map > map properties > skybox texture name, it'll be covered in more detail in another tutorial.


Step 2 - Essential stuff

With an idea in my head, I first of all create only the necessary geometry that is needed for me to test the jump.



Once the geometry is laid out, I quickly add in the teleports/regen and it's now time to test it.



Also, I have custom textures for my teleports/regens/hurts. For you you would use the trigger texture.

Step 3 - Testing

After compiling, I have a quick test to see how far I can actually get.



After only doing it one, I can easily see that I can jump much further than whats been made. Since its only 1 block I need to move to correct this, it only takes a second before doing another compile and testing it again.

Step 4 - Tweaking and finalising

After about 5 tests, I'm now happy with the distance. All that's left to do is add player clip so the jump can't be exploited.



That's it, although it's a really simple and unimaginative jump, it's finished, and shows the process I go through of making jumps. If I was then going on to detail this jump, I wouldn't bother with adding in the player clip. I would simply copy this jump into a map and detail it from there.

15
Mapping Tutorials / Jump Mapping - 4 - Teleports, regens and hurts
« on: October 26, 2011, 12:06:56 PM »
1 - Teleports

Every jump map needs a teleport (except colour_jumper_rocket since I didn't know how). I've gone and made a small room with a pit in it for this example. A teleport requires two things. First is a destination and the other is a brush entity.

First thing to make is a block, which will when touched, teleport the player. Next thing to do is give it a specific texture. Type tools/tools into the texture browser and there should be one that's orange and has 'Trigger' written on it. Apply it to the teleport block.



This is how my level is looking at the minute.

Next thing to do is to turn this block into a brush entity. Select it, and press CTRL + T. Now press ALT + ENTER to bring up its properties. The desired class for this entity is a trigger_teleport, so go ahead and change it to one, remember to press apply until its actually changed.



For now, you can close the properties window, we'll come back to this in a minute. Now we need a point entity (like the spawn point) to act as a destination for the teleport. Create an entity in the usual way by selecting the tool from the left hand side menu and clicking on the floor. Press ALT + ENTER to get up its properties and change its class to an info_teleport_destination. Remember to move it to its 4 units off the ground, or the player can get stuck in the floor for a few moments.



One thing we have to do is give this destination entity a name. So where it says Name: select it, and on the right side of the window type in for example 'des1'.



Remember as always to press apply a few times to make sure it actually sets these values. One thing you may notice is that the green man is facing the wrong way. To rotate him, press CTRL + M to bring up the transformation window. Make sure mode is set to rotate, then for me I want to set Z: to 90. Now when I press OK, he is facing towards the teleport pit again.



Last thing to do is to hook up the brush entity with the point entity. Go ahead and select the trigger_teleport and bring up its properties. Select remote destination, and type in the name you gave to the teleport destination entity. Remember, there is no need to give the trigger_teleport a name, oh, and give apply a quick button bash.
img: teleport_setup
One other really important thing to do is to set up what it is we actually want to teleport. To do this, select the Flags tab, and make sure Clients is ticked.



Now go ahead and compile and try it out. It should be working if you followed the steps outlined correctly.

2 - Ammo regeneration

Another important thing in a jump map is ammo regeneration. To do this, we're going to need another brush entity. Whenever the player is touching this brush (oh, if I haven't mentioned already a brush is the same as a block), he will regain ammo. So go ahead and make a block, and give it the trigger texture. Next thing to do is to select it, and press CTRL + T to make it a brush entity, now next to class we are wanting a func_regenerate. P.S. that's it done.



One other thing, a func_regenrate is what a resupply locker uses, so it will also regenerate the players health, but slowly (it also makes a really annoying noise but there's a way to prevent it, I think jump servers use my method as default for all maps).

3 - Trigger hurts (it's a good thing trust me)

All jump maps should also use a trigger_hurt to regenerate players health quickly. For demo pogos only using a func_regenerate isn't enough to keep them alive. To make a trigger_hurt, first make another block with the trigger texture, then press CTRL + T to make it a brush entity. As for its class, set it to a trigger_hurt and edit the values as shown here.



And thats it for a trigger_hurt. -2000 health regeneration every half a second or so.

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