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wow, it's probably not fitted to use to make competitive maps or anything like that (yet). But it is really cool
Shpeeismewow, it's probably not fitted to use to make competitive maps or anything like that (yet). But it is really cool
oh I don't know if something this easy will ever be suited for making competitive maps simply due to how basic, large, and imprecise the prefabs are-- that's what makes it easy.
oh I don't know if something this easy will ever be suited for making competitive maps simply due to how basic, large, and imprecise the prefabs are-- that's what makes it easy.
God damn, so is this basically like Portal 2's editor in how it functions?
here comes hudcreator v2, time for retards to spam fpsbanana with retard maps
janedoehere comes hudcreator v2, time for retards to spam fpsbanana with retard maps
Why can't people just be happy that we still have active people willing to help out our community? It was developed by 2 middle schoolers and will be a great help but we still have people shitting on it. I understand a devils advocate is sometimes necessary, but not in this case for sure. Just be happy about the fact that we have people like this in our community.
Also, if you browse gamebanana and expect good content then you're a retard
Why can't people just be happy that we still have active people willing to help out our community? It was developed by 2 middle schoolers and will be a great help but we still have people shitting on it. I understand a devils advocate is sometimes necessary, but not in this case for sure. Just be happy about the fact that we have people like this in our community.
Also, if you browse gamebanana and expect good content then you're a retard
this has one single job w/r/t comp play, and that's to make basic testing for map concepts, without having to know a single thing about the hammer editor--and that, alone, is brilliant. assuming this works well enough, you don't have to start off a competitive map spending hours creating an alpha version that, for all you know, might need to be completely scrapped. not to mention, I feel like there's a lot of pro players who had ideas for maps that they just could never have bothered to try out, and this would solve that just as well
Holy shit this looks so much easier then actually making a map (I tried and i failed horribly, might try to make one with this)
I'm not well versed in the map making process, but it sounds like this program would be useful for making a quick little concept for the map you want to make and then editing it further with a different program. Seems like that would be a massive help for creating new maps. Awesome job either way!
seems helpful for people who have no idea how to make maps but pretty barebones compared to hammer itself
Antaresseems helpful for people who have no idea how to make maps but pretty barebones compared to hammer itself
that's pretty much it.
i'd love to make it more complex but at that point why not just use hammer?
that's pretty much it.
i'd love to make it more complex but at that point why not just use hammer?
I would pay the creator's weight in lydian gold for an improved hammer UI.
This is a great start, thanks for making this!
This is a great start, thanks for making this!
toads_tfi'd love to make it more complex but at that point why not just use hammer?
Because hammer is a buggy pile of shit, especially for TF2. Props to all those people who actually make good maps with it.
Because hammer is a buggy pile of shit, especially for TF2. Props to all those people who actually make good maps with it.
I can't really say that I see any place that this would be useful, but it would be nice to see how far you can get this project toads
biskuitI can't really say that I see any place that this would be useful
Creating alpha map designs to test general flow and layout?
Creating alpha map designs to test general flow and layout?
biskuitI can't really say that I see any place that this would be useful, but it would be nice to see how far you can get this project toads
the amount of usefulness if the goal is to be applied practically is probably not too much at this stage. it really is mainly for dicking around.
the amount of usefulness if the goal is to be applied practically is probably not too much at this stage. it really is mainly for dicking around.
The idea itself is quite cool but I think the 512x512 "grid" size is far too large. Even 256 would probably be a bit large even for just trying to lay out general designs. For reference here's a 512x512 brush near badlands choke.
http://puu.sh/plz4Y/895670bf2b.jpg
I also think that having a "block" for each of your tilesets would be nice for making basic buildings and defining areas since while the walls do somewhat work they're not super great even for basic optimization since you have the entire play area surrounded by skybox so it will be making lightmaps for stuff outside the map and will drastically increase compile time. Another quick suggestion would be to have the light enviroment match the suggested settings from the valve dev wiki (Found here: https://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf). It seems you've somewhat done this with the brightness but the ambient values still seem to be at their base values. This might be why the lighting seems pretty strange in your test video.
[img]http://puu.sh/plz4Y/895670bf2b.jpg[/img]
I also think that having a "block" for each of your tilesets would be nice for making basic buildings and defining areas since while the walls do somewhat work they're not super great even for basic optimization since you have the entire play area surrounded by skybox so it will be making lightmaps for stuff outside the map and will drastically increase compile time. Another quick suggestion would be to have the light enviroment match the suggested settings from the valve dev wiki (Found here: https://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf). It seems you've somewhat done this with the brightness but the ambient values still seem to be at their base values. This might be why the lighting seems pretty strange in your test video.
Benroads Another quick suggestion would be to have the light enviroment match the suggested settings from the valve dev wiki (Found here: https://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf). It seems you've somewhat done this with the brightness but the ambient values still seem to be at their base values. This might be why the lighting seems pretty strange in your test video.
the environmental lighting is set to match whatever skybox was chosen. It was weird because the second layer was blocking the light
What exactly do you mean by
BenroadsI also think that having a "block" for each of your tilesets would be nice for making basic buildings and defining areas
I really do understand that 512*512 is quite a large box area, but with anything smaller it just adds tedium and really not much more use, especially with how each prefab is not very customizeable. I have a graduation ceremony in a bit, but afterwards I can try to throw together an updated version with some feedback I've heard taken into consideration.
thanks,
toads
the environmental lighting is set to match whatever skybox was chosen. It was weird because the second layer was blocking the light
What exactly do you mean by
[quote=Benroads]I also think that having a "block" for each of your tilesets would be nice for making basic buildings and defining areas [/quote]
I really do understand that 512*512 is quite a large box area, but with anything smaller it just adds tedium and really not much more use, especially with how each prefab is not very customizeable. I have a graduation ceremony in a bit, but afterwards I can try to throw together an updated version with some feedback I've heard taken into consideration.
thanks,
toads
Geel9I'm not really that upset about it but man why'd you have to go and steal our css?
I really liked the css. Not trying to take credit for it at all, is there any way you'd like it to be recognized?
I really liked the css. Not trying to take credit for it at all, is there any way you'd like it to be recognized?
toads_tfGeel9I'm not really that upset about it but man why'd you have to go and steal our css?I really liked the css. Not trying to take credit for it at all, is there any way you'd like it to be recognized?
well mainly you stole a portion of the css that we licensed and paid for and don't personally own so it extends beyond our own personal preferences.
I really liked the css. Not trying to take credit for it at all, is there any way you'd like it to be recognized?[/quote]
well mainly you stole a portion of the css that we licensed and paid for and don't personally own so it extends beyond our own personal preferences.
Geel9toads_tfGeel9I'm not really that upset about it but man why'd you have to go and steal our css?I really liked the css. Not trying to take credit for it at all, is there any way you'd like it to be recognized?
well mainly you stole a portion of the css that we licensed and paid for and don't personally own so it extends beyond our own personal preferences.
shit.
I'll take it out.
edit: the css has been taken out of the website, so it looks a little janky right now. I really apologize for taking that, I forgot to look into it more before actually releasing.
I really liked the css. Not trying to take credit for it at all, is there any way you'd like it to be recognized?[/quote]
well mainly you stole a portion of the css that we licensed and paid for and don't personally own so it extends beyond our own personal preferences.[/quote]
shit.
I'll take it out.
edit: the css has been taken out of the website, so it looks a little janky right now. I really apologize for taking that, I forgot to look into it more before actually releasing.
toads_tfWhat exactly do you mean byBenroadsI also think that having a "block" for each of your tilesets would be nice for making basic buildings and defining areas
I really do understand that 512*512 is quite a large box area, but with anything smaller it just adds tedium and really not much more use, especially with how each prefab is not very customizeable. I have a graduation ceremony in a bit, but afterwards I can try to throw together an updated version with some feedback I've heard taken into consideration.
thanks,
toads
What I meant was a 512x512x448? block that would just occupy the whole unit of the grid, I guess you could do something similar with the walls or it's somehow already there but I didn't see anything like it when I watched the video or during the 10 or so minutes I messed around with the actual program.
What exactly do you mean by
[quote=Benroads]I also think that having a "block" for each of your tilesets would be nice for making basic buildings and defining areas [/quote]
I really do understand that 512*512 is quite a large box area, but with anything smaller it just adds tedium and really not much more use, especially with how each prefab is not very customizeable. I have a graduation ceremony in a bit, but afterwards I can try to throw together an updated version with some feedback I've heard taken into consideration.
thanks,
toads[/quote]
What I meant was a 512x512x448? block that would just occupy the whole unit of the grid, I guess you could do something similar with the walls or it's somehow already there but I didn't see anything like it when I watched the video or during the 10 or so minutes I messed around with the actual program.
toads_tfGeel9shit.toads_tfGeel9I'm not really that upset about it but man why'd you have to go and steal our css?I really liked the css. Not trying to take credit for it at all, is there any way you'd like it to be recognized?
well mainly you stole a portion of the css that we licensed and paid for and don't personally own so it extends beyond our own personal preferences.
I'll take it out.
edit: the css has been taken out of the website, so it looks a little janky right now. I really apologize for taking that, I forgot to look into it more before actually releasing.
thank you
I really liked the css. Not trying to take credit for it at all, is there any way you'd like it to be recognized?[/quote]
well mainly you stole a portion of the css that we licensed and paid for and don't personally own so it extends beyond our own personal preferences.[/quote]
shit.
I'll take it out.
edit: the css has been taken out of the website, so it looks a little janky right now. I really apologize for taking that, I forgot to look into it more before actually releasing.[/quote]
thank you
BenroadsWhat I meant was a 512x512x448? block that would just occupy the whole unit of the grid, I guess you could do something similar with the walls or it's somehow already there but I didn't see anything like it when I watched the video or during the 10 or so minutes I messed around with the actual program.
download this zip: http://puu.sh/plBpF/d7a2d7459f.zip
click "import prefab" or ctrl+shift+i
choose that zip
you'll have that prefab now, assuming everything works.
What I meant was a 512x512x448? block that would just occupy the whole unit of the grid, I guess you could do something similar with the walls or it's somehow already there but I didn't see anything like it when I watched the video or during the 10 or so minutes I messed around with the actual program.[/quote]
download this zip: http://puu.sh/plBpF/d7a2d7459f.zip
click "import prefab" or ctrl+shift+i
choose that zip
you'll have that prefab now, assuming everything works.
Sorry to gravedig, but I tried using this today to develop some map ideas but even in my simplest 5x5x1 testmaps I found the output wildly different from the input:
input
http://i.imgur.com/zhN3yAy.png
output
http://i.imgur.com/QP89E6h.png
I tried running in administrator and non administrator modes, export a VMF directly, exporting straight to BSP, changing the skybox to 512, 768, or 1024 units and each time it didn't work. The first testmap I tried making I at least spawned inside the spawn room but for some reason it won't even create them or a lot of floor geometry and you fall into the void forever if you load the map.
Any advice?
input
[img]http://i.imgur.com/zhN3yAy.png[/img]
output
[img]http://i.imgur.com/QP89E6h.png[/img]
I tried running in administrator and non administrator modes, export a VMF directly, exporting straight to BSP, changing the skybox to 512, 768, or 1024 units and each time it didn't work. The first testmap I tried making I at least spawned inside the spawn room but for some reason it won't even create them or a lot of floor geometry and you fall into the void forever if you load the map.
Any advice?
Enterimquestion
Sorry to necro this post again (and forgive me for the negligence, i did not notice a new post on this thread), but when you exported what did the console window output? What version of the mapper was this? I may be able to make a fixed version if you care at all.
We are working on a pretty substantial update and it would be nice to know what is causing this bug so we can fix it. The export function has been a little bit buggy, and we haven't done enough in regards to testing on machines other than our own :P
thanks,
toads
Sorry to necro this post again (and forgive me for the negligence, i did not notice a new post on this thread), but when you exported what did the console window output? What version of the mapper was this? I may be able to make a fixed version if you care at all.
We are working on a pretty substantial update and it would be nice to know what is causing this bug so we can fix it. The export function has been a little bit buggy, and we haven't done enough in regards to testing on machines other than our own :P
thanks,
toads