View Full Version : snark's resource thread post dump
ChronoTriggerFan
12-25-2008, 01:04 AM
If anyone happens to end up here and find this. This is just where I split off all posts from my resource threads to when I consolidated my resources into one package/installer. - A Boojum Snark's edit
Nicely done Snark! The torture of the green browser is over! *downloads*
Xi.Cynx
12-25-2008, 03:08 AM
w00t! Just wants I've always wanted!
*download* *download* *download* *download* *download*
umbratile
12-25-2008, 08:40 AM
THANK YOU SO MUCH.
This is great. I've had enough with the model browser already. :)
Ezekel
12-25-2008, 01:06 PM
excellent job.
well done
Armadillo of Doom
12-25-2008, 02:58 PM
Been looking forward to this ever since you started it. And at the risk of making a horrible pun, mad props to you! :D
umbratile
12-27-2008, 04:45 PM
Um.
When I opened it in Hammer there were no props.
:(
What should I do?
moosenukes
12-27-2008, 04:51 PM
Um.
When I opened it in Hammer there were no props.
:(
What should I do?
enable the visgroups
Ninjilla
12-27-2008, 05:16 PM
Um.
When I opened it in Hammer there were no props.
:(
What should I do?
That confused me as well till I saw the checkboxes for the visgroups. Great stuff, liked the building you see when you begin too :D
ProfFiendish
12-27-2008, 05:35 PM
Thank you for making detailing so much easier! :)
umbratile
12-27-2008, 05:49 PM
Yup, got help on that pretty quickly. That made me feel somewhat stupid.
A Boojum Snark
02-06-2009, 09:15 PM
I'm suspecting the scout pack will have props for me to add, and I'd like to toss this question out ahead of time and see what people think...
Should I put new prop additions in their own visgroup (they would still be in the proper categories, just multi-visgrouped) so that when there is an update people can easily turn on the new props alone and zoom around to see what there is?
Ravidge
02-07-2009, 01:56 AM
yes
Sgt Frag
02-07-2009, 10:34 AM
doesn't matter to me, but I have been using this alot! thanks
ZargonX
02-07-2009, 10:44 AM
Fantastic stuff!
Cameron:D
02-12-2009, 04:49 AM
Nice...
I so need to compile the building XD
A Boojum Snark
02-25-2009, 12:09 PM
Version 1.1 released!
See original post, then gimme a thanks here if you already thanked that one :p
dirtyminuth
02-26-2009, 12:49 AM
I never bothered to download this.
Until now.
This is incredible.
You are incredible.
Now, is this all included in Hammer, or do I need to package this in with my map as a custom prop so that it works when people download my map?
A Boojum Snark
02-26-2009, 11:18 PM
It is all, and only, the official valve props. It's for your convenience while mapping, so you can just copy/paste out of the library, and doesn't change what you need to do with your map. (so no, nothing related to this needs to be included)
McNinja
03-01-2009, 10:23 PM
um...what folder to I put this in? ^^;
A Boojum Snark
03-01-2009, 10:59 PM
It doesn't matter where it goes. You just open it up in Hammer so put it where makes it easy for you, like wherever you have Hammer put your VMFs.
Nosher
03-04-2009, 04:18 AM
Very nice - ta mate
mtv22
03-04-2009, 06:13 PM
Is there any way so I can see them without having to fly into the yellow box and look at each thing up close?
timone5666
03-04-2009, 09:43 PM
I'm using this in a map I am making right now but I was wondering how do I make it so players can't walk through the model? I tried searching google but didn't really know what to actually search for.
Have you laid out props with alternate skins?? if so, the tracks now have a new skin, you might want to update it with that if you have. If not, perhaps consider doing that, I know there are many props I forget have more than one skin.
A Boojum Snark
03-05-2009, 09:34 AM
Is there any way so I can see them without having to fly into the yellow box and look at each thing up close?
I mentioned it in the main post. Tools > Options > 3D views: Model render distance.
I'm using this in a map I am making right now but I was wondering how do I make it so players can't walk through the model? I tried searching google but didn't really know what to actually search for.
Some props simply don't have a collision mesh, for whatever reason valve decided they didn't need one. The little "CM" button on the top toolbar will let you see what does and doesn't. The only way around this is to make your own with clip brushes, but then they don't have any decal marks when you shoot them.
Have you laid out props with alternate skins?? if so, the tracks now have a new skin, you might want to update it with that if you have. If not, perhaps consider doing that, I know there are many props I forget have more than one skin.
I don't have alternate skins laid out... I initially felt that would take up far too much extra space. Does anyone else have preference to this? (yeah right like anyone comes and reads this thread...)
menno
03-05-2009, 09:37 AM
I dont think skins are necessary to put in it, like you did say already it takes up a lot of extra space.
btw, my first post xD
timone5666
03-05-2009, 12:28 PM
Some props simply don't have a collision mesh, for whatever reason valve decided they didn't need one. The little "CM" button on the top toolbar will let you see what does and doesn't. The only way around this is to make your own with clip brushes, but then they don't have any decal marks when you shoot them.
Cool thanks :)
A Boojum Snark
03-05-2009, 07:02 PM
Doot doo... v1.11 up. Put back in that silly log prop valve nuked. :rolleyes: I wouldn't bother downloading it if you have 1.1
(if a mod reads you can update the version in the thread title if you like, doesn't matter to me much since it's so small a change)
VelvetFistIronGlove
03-07-2009, 09:57 AM
Thank you thank you thank you for this! Must have taken you a bit of work to put together, but it's amazingly useful.
rimlanin
03-10-2009, 03:51 AM
Sorry i am a noob, so when i spawn this i cannot see any objects only the orange things, i saw a comment which said visgroups must be enabled, but i have no idea how to do that. Second How do i move pros individually? And third how to remove the library once i am done?
A Boojum Snark
03-10-2009, 09:25 AM
View menu > Screen Elements > Filter Control. That panel lets you show/hide visgroups.
Your second two questions I'm not real sure about. Are you inserting the map as prefab or something? It's just a normal map file that you open in Hammer the same way you'd open your own map. Then you can copy and paste objects from the library into your map (Hammer is a multi-document editor, ctrl+tab or the Window menu switches).
Mad props!
Also, player of the week for next week! :thumbup1:
Fearlezz
03-31-2009, 01:47 PM
Mad props!
this is just frekin' fantastico. Good job!
uma plata
03-31-2009, 01:52 PM
Badass
Ceiling Man
03-31-2009, 01:56 PM
Mad props!
Nice job there, Snark.
What Is Schwa
03-31-2009, 02:42 PM
sweet jesus this should be stickied in the tutorial forum
TheBladeRoden
03-31-2009, 02:59 PM
hmm I do like efficiency
Dustoxx
03-31-2009, 03:25 PM
You... are my hero.
This should go in everyone's maps that they always have open, alongside the prop library.
A Boojum Snark
03-31-2009, 04:44 PM
This should go in everyone's maps that they always have open, alongside the prop library.
Well, it's not like you need it all the time... I was actually considering making it part of the prop library and turning it into an "everything" library, but then I figured it's more of a one-time-per-map library.
VelvetFistIronGlove
03-31-2009, 05:36 PM
Excellent stuff! Can't thank you enough for this, as I find setting up the game logic entities properly to be a very tedious and easily overlooked part of the map setup, so this will save me much worry.
zpqrei
04-01-2009, 01:35 AM
Mad Props
Awesome, dude. Downloading now.
Owlruler
04-01-2009, 03:06 AM
<3, thank you boojum, so much...
kwagner
04-01-2009, 08:45 AM
Those payload sections are going to come in handy when I get around to doing a map using those. Thanks!
Domino
04-01-2009, 12:57 PM
Very good thank you, now I can see where my errors in testing were and helped me get it right!
Shadow Monkey
04-01-2009, 01:24 PM
I love you! You are my hero!
Woooowowow, first the prop libary, and now this? Üüüüüuuuber niiice :=), and very, very useful :)
Amazingly helpful/convenient/efficient!!
Mashi
04-04-2009, 01:22 PM
This is sure to help me in the near future so thanks :)
GrimGriz
04-04-2009, 05:00 PM
Is single flag CTF the one you used, and/or complicated enough to warrant being in there separately?
A Boojum Snark
04-04-2009, 06:11 PM
It's a standard two flag CTF setup. I chose only to do the things that in are in valve maps, because otherwise I would hit a slippery slope of what custom stuff to include and what not to.
Yeah its now been a week(ish) since I made VFIG player of the week, its your turn now.
ChronoTriggerFan
04-05-2009, 06:04 PM
You've done it again Boojum! Filling in the holes Valve expects us to leap over, as usual.
StoneFrog
04-05-2009, 06:34 PM
Excellent work! I'm a sucker for little improvements like these.
Should I add your FGD and remove the TF2 one, or keep both in? I've noticed yours already includes the TF2 FGD, and I have had compatibility problems in the past when running multiple FGDs at once in Hammer (them cancelling out each others' entries and whatnot).
A Boojum Snark
04-05-2009, 09:36 PM
Should I add your FGD and remove the TF2 one, or keep both in? I've noticed yours already includes the TF2 FGD, and I have had compatibility problems in the past when running multiple FGDs at once in Hammer (them cancelling out each others' entries and whatnot).
I believe mine loads second because the list is alphabetized, and so overrides anything in the first. It shouldn't matter if you keep the original or not though, I had it in there the whole time without conflict.
I really just never thought about the fact the inclusion means I don't need the other in the list. It started out with just a few edits I did so I had it loaded extra and then when it got complicated I put in the include.
Anyway. I edited the instruction to say remove the original. I suppose it keeps things cleanest.
Icarus
04-05-2009, 09:55 PM
This is totally awesome!
THANK YOU SO MUCH
btw, try emailing this to valve, they might be interested. It saves them time and includes very useful icons!
Icarus
04-05-2009, 11:16 PM
a few more you should add
Mapmaker requests
* Added new input for forward speed modifier to FuncTrainTrain
* Added TeleportToPathTrack input to func_tracktrain
I use TeleportToPathTrack in waste, so this would be very useful
A Boojum Snark
04-05-2009, 11:28 PM
gah... I meant to go through all the entities and check for missing I/Os... totally forgot. :|
Icarus
04-05-2009, 11:31 PM
This should totally be stickied :D
recommended for everyone
I'm tired of mappers not using tf_gamerules or even setstalemateontimelimit
DaBeatzProject
04-06-2009, 01:28 AM
What about a path_track image or even a prop_static one? :D
MangyCarface
04-06-2009, 02:02 AM
Amazing.
Now if only we could make some edits to how vertex editing and custom visgroups are handled...
Owlruler
04-06-2009, 06:28 AM
Ypu just made the work I did on paradox's train watcher :(
Anyway, good work!
zpqrei
04-06-2009, 08:14 AM
Awesome.
Downloading now.
Just wanted to say: I like my green gordons!!! I don't want engineers!
Icarus
04-06-2009, 09:43 AM
What about a path_track image
This would be nice, too.
A Boojum Snark
04-06-2009, 09:45 AM
What about a path_track image or even a prop_static one? :D
I thought about path_track, but I decided against it for reasons including it already being obvious. prop_static? Surely you jest! :rolleyes:
Just wanted to say: I like my green gordons!!! I don't want engineers!
I knew someone would say that. <_< http://img.photobucket.com/albums/v401/aboojumsnark/long/FGDipt.png
yah yah I already changed it back.
zpqrei
04-06-2009, 12:00 PM
I would like to say, holy fucking shit awesome. +Thanks.
You have no idea how much easier finding stuff in Valve's maps is with this. Can we have a move_rope and keyframe_rope ones? Pretty please?
You have no idea how much easier finding stuff in Valve's maps is with this. Can we have a move_rope and keyframe_rope ones? Pretty please?
They already have little models showing you their origins.. which is the only bit that matters...
zpqrei
04-06-2009, 12:39 PM
Okay, but can we have the sniper model instead? Isn't he the tallest TF2 character? The engineer is the smallest. Surely for scale you'd want the tallest?
A Boojum Snark
04-06-2009, 12:51 PM
It's just for general scaling reference nothing exact, because in-game they're all shorter due to their animations, and they all have the exact same size bounding box for world collisions. I picked engy because he is one of the average sized characters, along with sniper, demo and pyro. Among those, I picked him cause engy is my favorite and when you're in Hammer you are 'engineering' your map. :P
If you really want a different one you can change it yourself, just look at the picture I posted a couple posts up.
and yeah, about the ropes. You really want to have the exact origin marker model so you can align them precisely.
StoneFrog
04-06-2009, 02:26 PM
Just wanted to say: I like my green gordons!!! I don't want engineers!
I'm thinking of maybe taking a LOD model of one of the classes (probably the Sniper, Engineer, or Soldier as they're the most proportional) and making it all green and wireframey like Gordon. Any feedback? :D
A Boojum Snark
04-06-2009, 02:34 PM
I was going to do that myself whenever I got around to dabbling in modelling :P But if you want to do it go ahead. (I still say engy! <.<)
StoneFrog
04-06-2009, 03:49 PM
Meh, I'd prefer if you'd give it a shot instead. Surely extracting a static LOD model, slapping on a different texture, and exporting it couldn't be THAT hard.Then again, I'd probably die trying. The only modelling program I ever learned how to use was Blender.
If you do it but don't make it off of the Engineer, I will publicly endorse you with one chocolate chip cookie. I'm sure you'd want a new one, anyway, seeing how that one in your avatar has all them punches through it. :P
GrimGriz
04-06-2009, 07:05 PM
I loaded up dustribute and all my entities had pics except for the logic-measure-movements (that I noticed). Thanks!
A Boojum Snark
04-06-2009, 08:03 PM
Oohh, yeah... I'll have to make one for that next version. Can't believe I forgot it, given how many things I've come up with that use it.
You can probably make use of the func_nobuild parenting for your BotG boat too. ;) I thought of that when I was adding it in.
GrimGriz
04-06-2009, 09:12 PM
You can probably make use of the func_nobuild parenting for your BotG boat too. ;) I thought of that when I was adding it in.
I'm really hoping so :)
Altaco
04-07-2009, 12:15 AM
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I HATE YOU
I JUST finished spending hours making custom entity icons, plus more entity options, with the intention to release to the community.
FFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU UUUUUUUUUUUUUUUUUUUUUUUUUU-
A Boojum Snark
04-07-2009, 09:45 AM
D: ...I released it two days ago. You should've been around more. :<
Altaco
04-07-2009, 01:42 PM
D: ...I released it two days ago. You should've been around more. :<
by just finished I meant a few days ago :C
AntonJ3000
04-07-2009, 04:43 PM
Just got this nice piece of .fgd, but at the func_physbox_multiplayer.
func_physbox_multiplayer
This is indentical to func_physbox except that it has more network-friendly physics code.
Should I use it instead of func_physbox on my map?
Also, I like my green gordon so I changed back to him.
A Boojum Snark
04-07-2009, 05:00 PM
Yes. The physics code is a little less precise in its simulation but it's better for the server and latency to use it.
<3 in a non sexual way
EDIT: teamspawns look like screwed up engineers lying on the ground with no arms and red/black swirly stockings... so I've commented that bit out.
A Boojum Snark
04-16-2009, 03:11 PM
I'm trying to get together a list of everything for the next version... keeps growing day by day. There is an enormous amount of entities for me to check, I'm trying to check ones I think might have hidden usefulness but I ask you all...
Anything you've wanted an icon for? Any I/Os or keys that work and are useful but not accessible?
A Boojum Snark
04-18-2009, 11:16 AM
Version 1.1 released! See original post for info.
edit: ohyes, for those of you who gotta hate on the engy make sure you change (http://img.photobucket.com/albums/v401/aboojumsnark/long/FGDipt.png) it now, since there is more than that done to the ent, cause if you comment out the i_p_t line you'll lose the parenting... but then I suppose you don't care about that very much either.
Icarus
04-18-2009, 03:02 PM
Oh oh oh! I just thought of one.
path_corner
used as a lighting origin for Dynamic Props.
Currently is unrecognized/obsolete icon
CyberZombie88
04-21-2009, 05:59 PM
In your map "Borax" how did you do the sky box? don't get me wrong i know how to do a sky box, but how did you do/get that one in particular, and is there more?
MungoKing
04-21-2009, 09:08 PM
In your map "Borax" how did you do the sky box? don't get me wrong i know how to do a sky box, but how did you do/get that one in particular, and is there more?
pl_borax is Fearlezz's map, not Boojum's ;). Fearlezz used the 3D skybox from Youme's map pl_halfacre. The general rule is to make your own 3D skybox, most people won't just give you their's to use, and in the end everyone will know that you copied off of it. So answering your question, yes there are others in every (finished) map :P. But no you can not get them, unless the person who made the map agress to it/ you blatantly rip it from a Valve map (Which I would not suggest).
env_entity_maker
You use point_template with it so why not make an icon for it too :D
CyberZombie88
04-25-2009, 09:10 AM
good job, i really needed this
AntonJ3000
04-27-2009, 07:29 AM
Anything you've wanted an icon for?
env_sun is the only thing I can think off right now :P
Very nice FGD btw.
A Boojum Snark
04-29-2009, 12:12 AM
Updated. Discovered an issue in the ABC system.
Nosher
05-10-2009, 09:29 AM
Great job - gonna need this if I am going to do a CP map.......
Thanks matey!
Nosh
Midel
05-10-2009, 06:02 PM
env_sun is the only thing I can think off right now.
I agree with this. I mean the light environment has a sun icon and the env_sun is a gray box usually making me click the other first looking for the one. If at least the env_sun got he BoonSnark treatment I could find the thing while looking over the map.
HoundDawg
05-16-2009, 12:38 AM
I really enjoy this updated FGD and icons. I'm a little nervous to have the SDK auto-update Tuesday.
A Boojum Snark
05-16-2009, 10:00 AM
My FGD automatically includes the default one that updates with the SDK, so any completely new entities or changes to things I haven't touched will show up, but any changes or additions to those I have edited won't be visible until I upgrade my FGD.
HoundDawg
05-16-2009, 11:02 AM
Cool. So your FGD basically inherits the original TF2 FGD even though we removed it from hammer loading it? *pulls out a 6 pack and enjoys the weekend*
A Boojum Snark
05-16-2009, 11:17 AM
Exactly, and then any entity I redefine within mine overrides what was in the original for that entity.
Altaco
05-16-2009, 11:19 AM
So every time they change entity settings you need to update this?
:c
A Boojum Snark
05-16-2009, 11:23 AM
I do, but it's not like they do that very often. Half the time they add stuff to the entity code and DONT update the fgd to have them, then I need to do it anyway.
automatedmonkey
05-21-2009, 02:22 PM
This rocks. Thanks for the share. Saved bunches of time.
The Political Gamer
05-21-2009, 07:19 PM
Sweet! This is perfect for my Alpine theme!
A Boojum Snark
05-22-2009, 02:14 PM
v1.2 May 22 2009
Added 69 new props from Sniper vs Spy update
• 1 Doors & Frames
• 3 Supports & Framing
• 4 Windows & Friends
• 11 Railings, Stairs & Balconies
• 11 Patch Panels
• 1 Cranes
• 5 Light Fixtures
• 1 Gameplay
• 1 Traintrack
• 5 Trains, Carts & Trucks
• 6 Nature
• 13 Huge Props & Friends
• 4 3D Sky
• 3 Everything Else
Added prop category Patch Panels
-sheetmetal has been moved to this category
Removed prop category Prop Sets
-cargo platform and elevator set moved to Everything Else
-rocket clamp moved to Spytech
Renamed category Railings, Stairs & Ladders to Railings, Stairs & Balconies
Moved models/props_mining/gravel_pile001.mdl to 3D Sky
http://tf2maps.net/misc/download.gif (http://forums.tf2maps.net/downloads.php?do=file&id=865&act=down)
I'd also like to take this chance to tell you that there are 9 of nineaxis' overlays in there now, some extra textures by me (dead lillies etc) as well as the red and blu dev textures
The Political Gamer
05-22-2009, 08:09 PM
Um all I get is this:
http://img39.imageshack.us/img39/9162/14748211.jpg
A Boojum Snark
05-22-2009, 08:19 PM
http://developer.valvesoftware.com/wiki/Hammer_Filter_Control_Toolbar
Applesauce
05-24-2009, 03:40 PM
I think I love this person!
TheDarkerSideofYourShadow
05-24-2009, 04:06 PM
There are many reasons to love Snark. This is but one.
A Boojum Snark
05-24-2009, 10:10 PM
v1.2 released! See the original post for details.
A Boojum Snark
05-24-2009, 10:31 PM
v1.1 released. Payload race setup is now included!
(good enough 1000th post?)
l3eeron
05-24-2009, 10:34 PM
thank you!
and
congrats!
(I use all your stuff)
l3eeron
05-24-2009, 10:43 PM
Thanks again ABS.
zomg, I only just figured out the flag 32 was a rollback zone...
StoneFrog
05-25-2009, 10:00 AM
Geez, ABS. You're some kind of renaissance man - entity cracking, fgds, shiny vectory icons? Keep it up.
The Political Gamer
05-25-2009, 11:13 AM
Your stuff is like a gift from god.
Nohbody
05-25-2009, 06:02 PM
http://img33.imageshack.us/img33/6884/blox.jpg
That is annoying. Could someone help me so that I can see the props without zooming right in top of them?
And also, is the waterfall from sawmill here?
DJive
05-25-2009, 06:09 PM
http://img33.imageshack.us/img33/6884/blox.jpg
That is annoying. Could someone help me so that I can see the props without zooming right in top of them?
Tools>Options>3dview>Model Render Distance
And also, is the waterfall from sawmill here?
O.o Yes, its in the title of the thread even =p
katana
05-25-2009, 07:31 PM
Great stuff...thanks.
alecom
05-26-2009, 01:08 PM
I love how the frog has "RIBBIT" in the comments :P
thanks!
MrSinistar
05-26-2009, 05:07 PM
Holy crap! Thanks a lot! :D
botboyx3
05-26-2009, 07:50 PM
This will help with so much.
Downloading now, and then I will have to spend a few hours studying each game type to understand it all.
wiseguy149
05-27-2009, 10:49 AM
In the payload race area, which part is your counter and which part is VALVe's?
Also, do you have any entities for the HUD display?
And additionally, do you have anything in there demonstrating how to make the areas that make the cart move backwards when not pushed?
A Boojum Snark
05-27-2009, 11:37 AM
1: I assume you mean the little bit I wrote at the bottom of the post? It says right in the link to the picture which is which...
2&3: of course? I'm guessing you haven't bothered to look at the library yet.
wiseguy149
05-27-2009, 12:09 PM
1. Oh, didn't see that that was a link.
2&3. Didn't see them in there, maybe cuz I didn't dl the FGD yet.
Thanks anyway, this is awesome.
The Political Gamer
05-27-2009, 12:10 PM
The plr setup works very nicely, good job ABS!
Dustoxx
05-27-2009, 12:14 PM
thanks man! <3
Ross_C
05-28-2009, 06:11 AM
I've actually been trying to create vmfs which basically had all of this but I never got around to finishing them, this is really helpful! Thakns.
ZargonX
05-29-2009, 10:05 AM
Just found this, and offer extreme gratitude!
CyberZombie88
05-31-2009, 12:28 PM
Did you fix the arena setup?
A Boojum Snark
05-31-2009, 02:21 PM
I can't fix what I don't know... nobody ever told me there was anything wrong with it, and it worked fine when I made it.
botboyx3
05-31-2009, 08:44 PM
http://i591.photobucket.com/albums/ss355/botboyx3/Prop.jpg
I unzipped the file and opened it then this was all I found. Has this happened to anyone else?
A Boojum Snark
05-31-2009, 08:54 PM
Visgroups. *points to box under your texture panel*
And how many times does that make it?
messiah_complex
06-01-2009, 11:03 AM
When I show the visgroups, all of the models show up as a large red "ERROR" placeholder. This happens to me in the L4D beta version of hammer as well. Any ideas how to fix it?
A Boojum Snark
06-01-2009, 11:13 AM
You aren't running with the TF2 game configuration, so Hammer isn't loading the TF2 caches, where all the models are.
messiah_complex
06-01-2009, 02:01 PM
I don't know what a Boojum Snark is, but it knows what it's talking about. Thanks for the help.
P.S. I can't seem to get the same fix to work for L4D, but half-happy is better than not-happy.
A Boojum Snark
06-01-2009, 02:51 PM
Uhh, these are TF2 props... They aren't going to work for L4D Hammer.
CyberZombie88
06-01-2009, 05:15 PM
i am sorry for my earlier post. I've learned so much from this sit :P
CyberZombie88
06-01-2009, 05:16 PM
there are only 2 entities (according to the TF2 wiki there are a couple other things), and 1 is obsolete. maybe its something i need to do
P.S.i found it, but just a quick note, did you do anything to hammer for you to be able to do it?
A Boojum Snark
06-01-2009, 05:43 PM
You really need to stop blabbing questions off with no information.
Bad LT.
06-01-2009, 08:32 PM
I'm running the TF2 hammer, all vis groups are on but I still get big empty brushes when I place the entity, any more ideas?
A Boojum Snark
06-01-2009, 08:48 PM
when I place the entity
What? This is a map you open. There isn't any placing of entities.
Bad LT.
06-02-2009, 11:15 AM
..... I opened it as a prefab, the gametype on opened fine like that, thanks, feel stupid now.
CyberZombie88
06-02-2009, 07:39 PM
i apologize. i am new and i just REALLY want to know this stuff. :P
A Boojum Snark
06-03-2009, 04:18 PM
'spose I should post to note that I made a minor update earlier today...
• A few entities were left out of the PLR visgroup, making visgroup-mark followed by copying incomplete.
• Disabled automatic sounds on all payload CPs and added a manually fired capture bell. (because everyone complained <_<)
Kronixx
06-03-2009, 04:40 PM
thanks boojy!
What Is Schwa
06-05-2009, 12:44 PM
There aren't enough thanks in the world for this. It is loaded every time I map.
Thanks again for keeping it updated.
Mashi
06-06-2009, 06:32 AM
THANKS! This is very very very very useful and Its only now I realise just how much.
What Is Schwa
06-06-2009, 02:54 PM
Have you considered doing an overlay gallery?
A Boojum Snark
06-06-2009, 02:56 PM
Much like Potato's begging for a texture library, it wouldn't be very useful since the material browser already is pretty sufficient.
PenPen
06-09-2009, 09:31 AM
This is totally awesome. Thanks!
I'm looking at how payload race works and this should be more than enough.
LunchBox
06-13-2009, 02:36 AM
I cant tell you how awesome this is! Im new to hammer and making tf2 maps and this helped out so much! Thanks alot!
maxtraxv2
06-13-2009, 09:53 AM
wow an empty map...
A Boojum Snark
06-13-2009, 09:59 AM
wow an empty map...
/me sighs extremely heavily and queues up an immense quote list to make a snide reply...
categories delimited by visgroups (http://developer.valvesoftware.com/wiki/Hammer_Filter_Control_Toolbar)
enable the visgroups
That confused me as well till I saw the checkboxes for the visgroups. Great stuff, liked the building you see when you begin too :D
Sorry i am a noob, so when i spawn this i cannot see any objects only the orange things, i saw a comment which said visgroups must be enabled, but i have no idea how to do that. Second How do i move pros individually? And third how to remove the library once i am done?
View menu > Screen Elements > Filter Control. That panel lets you show/hide visgroups.
Your second two questions I'm not real sure about. Are you inserting the map as prefab or something? It's just a normal map file that you open in Hammer the same way you'd open your own map. Then you can copy and paste objects from the library into your map (Hammer is a multi-document editor, ctrl+tab or the Window menu switches).
Um all I get is this:
http://img39.imageshack.us/img39/9162/14748211.jpg
http://developer.valvesoftware.com/wiki/Hammer_Filter_Control_Toolbar
http://i591.photobucket.com/albums/ss355/botboyx3/Prop.jpg
I unzipped the file and opened it then this was all I found. Has this happened to anyone else?
Visgroups. *points to box under your texture panel*
An Icy Mouse
06-13-2009, 10:06 AM
A Boojum Snark: Single handedly teaching the world about visgroups!
The Political Gamer
06-13-2009, 10:41 AM
:blushing: I figured it out a long time ago.
MaGicBush
06-14-2009, 12:04 AM
This probably sounds dumb, but I cannot figure out how to copy and paste the system I need into my map? I have tried ctrl+c and ctrl+p to my map, and using the edit cut/copy/paste options as well. I open two copies of Hammer, one with my map and the other with the library but it wont let me copy and paste? After copying from one instance of Hammer I flip to the next and the paste is grayed out like it's not on the clipboard. But if I flip back to the library it will paste? Thanks for any help :).
A Boojum Snark
06-14-2009, 08:48 AM
Hammer is a multi-document program, you don't need to open two instances of it, and that's probably what's stopping you from pasting - the clipboard resides within the program memory itself. Just open both in the same instance of Hammer and you can switch between them with Ctrl+Tab or the Window menu (this is the same as any multi-document interface application, MS Word, Photoshop, etc).
MaGicBush
06-14-2009, 10:00 PM
Ah nice, didn't even notice you could open multiple maps in one instance of Hammer lol thanks!
Icarus
06-15-2009, 08:03 PM
le bump
useful during these trying times
fubarFX
06-16-2009, 04:34 PM
there is a model missing in the evil machine
Mp_energy is supposed to be there twice. one with skin 1 and the other with skin 2, both stacked in the same position.
I understand you don't put alternative skins in there and all but you seem to have placed all the machine's part so it's easy to use and ready to be pasted anywhere in an other map. I think most people will assume the evil machine is complete altho it's not.
I think it would be more convenient for everyone to have both skin in this as everyone seems to overlook the fact that there is two skin needed to produce the full effect.
btw, thank you for this. saves plenty of time and gives a better idea of props' proportions. having this is mandatory for anyone mapping in these darker days
A Boojum Snark
06-16-2009, 04:41 PM
But who would notice that there are two models there? I really don't want to start having duplicates though, it'll make my updating process more cumbersome. I might just leave a comment on all of it's pieces about that.
A Boojum Snark
06-16-2009, 04:44 PM
I've discovered a minor issue in both single payload setups (hud doesn't say who capped points), and a semi-major issue in payload race (possible to bug the capture). Trying to get the latter worked out and then I'll update the library, but in the mean time I wanted to let you know.
A Boojum Snark
06-16-2009, 09:08 PM
v1.2 June 16 2009 full changelog (http://aboojumsnark.googlepages.com/changelog-gesl.txt)
• Fixed a potentionally map-breaking bug in payload race involving the points failing to be captured.
• Fixed single payload systems not displaying who captured what point in the death report box.
• Made a cleaner stage transition in MSPL using TeleportToPathTrack
Thanks to Smashman's ridiculous cart pushing techniques for finding the PLR bug which also led to me fixing the single payload stuff.
Got those done, grab the new version if you've been making either. The important changed entities to look at and/or copy over are:
PLR: The CPs and the path_tracks under them.
SSPL/MSPL: The CPs, the path_tracks under them, the final path_track, and the pit trigger.
Altaco
06-16-2009, 09:45 PM
What are the specific changes? I've already got it set up in my map and I really don't want to lay out all the path_tracks again.
A Boojum Snark
06-16-2009, 09:58 PM
the path_track related to each CP should have these. PLR gained the second one, SSPL/MSPL gained the first and had the second altered.
OUTPUT|TARGET|INPUT|PARAMETER|DELAY
OnPass|<trigger_capture_area>|CaptureCurrentCP||0
OnPass|<related cp>|SetOwner|<2 for red, 3 for blue>|0.1
For SSPL/MSPL:
- the SetControlPoint input to the trigger_capture_area was moved from OnPass on the path_track to OnCapTeam2 on the CP
- the pit trigger had the capture output removed.
But... you should just be able to re-copy the CPs and their respective path_tracks over and be good to go. (and copy any custom outputs into the path_tracks)
LunchBox
06-17-2009, 03:14 AM
Wow... This is amazing and has helped a whole lot. Great job :D
Ravidge
06-17-2009, 07:17 AM
Once again, thanks for providing this! We definately wouldn't see this many contest entries without your plr setup.
Chaopsychochick
06-17-2009, 11:06 AM
First off, I want to say this is awesome! :D
Second off, I am a noob and have a question... Is it possible to in Hammer select a bunch of objects in an area? I want to just copy out the one I need, and unfortunately I am finding I have to just cntrl click on each object in the area, and I have a feeling there is a better way to do this. Is there? Or do I just need to get started on the mass cntrl clicking....
A Boojum Snark
06-17-2009, 11:26 AM
You can drag a selection box in the 2D views (may have to hit enter, depending on your Hammer settings). However that will also copy all the unneeded brushes. If you use the visgroups panel you can click on the name of the gametype you want, and hit the "mark" button to select all of them.
Howling
06-17-2009, 01:00 PM
Boojum, your work is of marvelous excellence. It's made learning how to map for TF again much, much easier! Truly a great effort! Props!
Ninjilla
06-17-2009, 06:04 PM
I was quoted to make a snide reply, yes! :P
BlueDarkness
06-17-2009, 09:09 PM
I'm afraid that after using the library to make a 3-Stage CP map that there is a slight problem. When I attempt to run the map I made using the entities provided, I am unable to capture a point. To be more specific, when the map is run both available control points are locked. At first I believed it was because the cp_1A Keyvalue "Blue Previous Required Point 1" was cp_1A, but it was not the solution. So my questions are:
What needs to be fixed in order to make the first control point work, or is it because I am running the map through Hammer instead of in a server.?
That and I noticed that the rounds are backwards. The Keyvalue "Priority" for the first round must be the highest value where the last round must be the lowest. So while the first spawn is in the round 1 area, the actual first round takes place in round 3. However, Red still spawns in round 3 at the final spawn point.
How would I be able to fix the various spawn points to match which round they are relating to?
Otherwise thank you for the very unique and useful libraries that you have supplied. Please continue!
A Boojum Snark
06-17-2009, 09:34 PM
You must have changed or forgotten something. The system works fine here on my end.
Setting a point to require itself is a special case that tells the game no requirements. It's not usually needed for linear maps but I do it anyway.
The rounds are also played in correct order for me. Highest priority goes first (the priorities should be backwards from round number), I'm not sure how you got them to run wrong.
Vekter
06-18-2009, 01:09 AM
Awesome pack. I love it; it just plain looks better than the Valve one.
BlueDarkness
06-18-2009, 06:54 AM
Well this may definitely be an error on my part. Hopefully I will be able to find a solution. If not than I will attempt to run the map in-game and see if that makes a difference.
Yourself
06-19-2009, 03:18 PM
What I did instead was use a single math_counter and a logic_case. Red winning either round would add 2 to the counter, Blue winning would add 3. This means after both rounds the only possible values are 4, 5 or 6. Then when the third round starts I just tell the counter to send it's value to the case which then teleports both carts according to the value.
Why 2 and 3? The same would be true for 1 and 2. Or n and n+1 for that matter.
A Boojum Snark
06-19-2009, 03:28 PM
Because red is team 2 and blue is team 3 as far as any team specific stuff goes in the code/entities. :P
Yourself
06-19-2009, 03:37 PM
Now that's a good reason. If you've got an arbitrary decision, go for consistency.
uma plata
06-20-2009, 09:58 PM
ABS > Valve
Oh sh
(-TN-) Ben2
06-21-2009, 04:49 PM
you saved me a million headaches! thanks!
XFunc_CaRteR
06-22-2009, 12:05 PM
Great new FGD.
Plus, does your new team train watcher entity allow for more than four CPs along a payload map's path?
A Boojum Snark
06-22-2009, 12:46 PM
As you'll see if you read the notes on the entity... I put the keys in to support them, but the HUD code still doesn't display them right. I don't change entities, I can only make things that are coded in be displayed for use.
A Boojum Snark
06-23-2009, 06:44 PM
New K/I on func_respawnroomvisualizer (due to TF2 update)
New outputs on tf_gamerules (due to TF2 update)
Note that I haven't personally tested these (what with valve having broken my TF2 with this update), but I had already added them in as-per quotes from Robin Walker emails. So if they don't work you can blame him.
They work
HoundDawg
06-23-2009, 06:45 PM
Wow you're a fast Snark!
robotmakesmusic
06-25-2009, 03:18 PM
i joined the site just so I could say thanks for this pack!
RallY
06-25-2009, 04:27 PM
dude you have no idea how much time and agro you just saved me, i owe you one. thank you
Icarus
07-02-2009, 02:11 AM
Somethign really bothers me about your library. Most of the game modes (if not all) swaps teams at the end of rounds. This is really irritating, because all this swapping gets me confused on what team I should be on :/
If someone was shooting reds for 10 minutes, they'll suddenly have to adjust to shooting blus instead.
A Boojum Snark
07-02-2009, 09:47 AM
Most of the game modes are for asymmetric maps. ABC, MSCP, SSPL and MSPL are all clearly asymmetric a/d mode and should be switched. TC and PLR I chose to swap because they will usually be uneven. TC is obvious and hardly used, so I'm guessing the only reason you bring this up is PLR.
If you or anyone can give me enough reason I'll change it, but I don't really see the need one anyone can do it themselves. The shooting a color thing is moot, because it will happen regardless on the first four I mentioned.
Tom Foolery
07-02-2009, 02:43 PM
Very nice; downloading now.
Swizzle
07-05-2009, 06:09 PM
ABS, I've been using your single-stage payload setup for a map I'm making. I've recently had some problems testing the map because it goes over the server time limit and the server automatically switches to the next map in rotation—even though there's still time on the map clock. I believe this is because you cut out the team_control_point_round; it looks like the t_c_p_r has the ability to override server map times to make sure the entire map is played through and that's why they have a single t_c_p_r in Badwater. Since your setup doesn't have the t_c_p_r, the server you're playing the map on will automatically cut the game short.
There's a problem, though. I've placed a t_c_p_r in my map and tried to replicate all its properties and links to other entities so the map doesn't switch until the game is actually over, but so far I haven't been successful. I'm not sure what it is about the entity setup in Badwater that lets it override the server time until the map clock is finished, but I think it has something to do with the t_c_p_r. Thoughts?
A Boojum Snark
07-05-2009, 06:22 PM
The thing that controls switching on mp_timelimit is the SetStalemateOnTimelimit input to the tf_gamerules. If that is off (a value of 0, the default), the server should never automatically change until the current game ends. So check your tf_gamerule's inputs to make sure you aren't turning that on.
Swizzle
07-05-2009, 06:35 PM
Ah. Okay, then, I guess I'm just dumb. This is the part where I go :facepalm
Vigilante212
07-05-2009, 07:44 PM
Ok im making a single stage plr what entities can I delete? Ive never worked with pl stuff so im completly at a loss :(
A Boojum Snark
07-05-2009, 08:22 PM
The two latter t_c_p_round entities, each pair of watchers that goes with them. The math_counter and the logic_case at the bottom of the "stack". All the actually path/point entities for the stages.
Then do an Alt+P to find and remove any remaining dead-end outputs.
Vigilante212
07-06-2009, 01:36 PM
Thank you kind sir
AntonJ3000
07-13-2009, 11:59 AM
Woah, another library.
*downloads*
Also, FIIIIIRRRRSSSST!!1!!!!11
Mick-a-nator
07-13-2009, 12:05 PM
Good grief! Do you ever have time to actually map!? :p
The Political Gamer
07-13-2009, 12:08 PM
LOL Wow and I could not think you would make any more.
Just a quick request. Could you make a 45 degree curve for the track found in this model pack (http://forums.tf2maps.net/downloads.php?do=file&id=712)?
A Boojum Snark
07-13-2009, 12:31 PM
Just a quick request. Could you make a 45 degree curve for the track found in this model pack (http://forums.tf2maps.net/downloads.php?do=file&id=712)?
If you really want it you could do it yourself quickly by just removing a few paths from one of my and making a new prefab.
Otherwise no, I try to stick with valve stuff in my resources.
SiniStarR
07-13-2009, 12:35 PM
ABS Strikes Again
Edit: ah a doorpack?!. Well glad I didnt get started :P
A Boojum Snark
07-13-2009, 12:54 PM
Also, I'm open to ideas on other things to prefab. But keep in mind they need to be entity things with specific inter-connected logic that needs to be unique.
NightHawK
07-13-2009, 01:04 PM
Downloading! :D
The Political Gamer
07-13-2009, 01:43 PM
Could you make Train prefabs?
ChronoTriggerFan
07-13-2009, 01:54 PM
Track prefabs: meh.
Everything else: upstaging my own quick prefabs.
Downloading.
Vekter
07-13-2009, 03:18 PM
You CONTINUE to make things that make my life so much easier when it comes to mapping.
Thank you so much!
midget31394
07-13-2009, 03:32 PM
Boojum: Eventually are you going to just make maps for us? I mean, you already have given us the gametypes and model libraries, the FGD, and now this. Next up should be pre made control points to alter, erm, what else? :P:P
You really do too much for us!
Boojum: Eventually are you going to just make maps for us? I mean, you already have given us the gametypes and model libraries, the FGD, and now this. Next up should be pre made control points to alter, erm, what else? :P:P
You really do too much for us!
He's working on Stormcaller.
Now let the man work.
A Boojum Snark
07-13-2009, 03:57 PM
Could you make Train prefabs?
Funny story there, assuming you mean the Well trains.
That was actually the original reason I was going to do this pack, because I saw so many people asking about how to make them. However once I got into it I realized how complex the trains are to account for so many situations, and I wasn't sure if it was worth making a prefab for when there were so many variables. (one way/both ways, number of tracks, skybox meshing or no)
So it's still mulling around in my head. We'll see if I decide to figure out a decent way to prefab it.
Shadow Monkey
07-14-2009, 09:34 AM
awesome, thank you!
hpkomic
07-14-2009, 11:11 AM
Oh man, this is so useful. I will download it as soon as I get home.
Mokagogo
07-14-2009, 12:10 PM
Hi, I used the basic PLR setup from this library, with a couple of small modifications, in plr_lumberyard.
I'm hoping that your recent update will fix a bug in the map; I thought I might check that this fix corresponded to my problem:
• Fixed a potentionally map-breaking bug in payload race involving the points failing to be captured.
What I've seen happening is, usually near the end of the game when the final point was about to be capped, someone blocks the cart. Then after they've blocked it and been killed, it's impossible for anyone to push the cart any more. In other words, they are no longer being registered as changes in the number of people pushing. Then the winning team has to watch, nonplussed, as their cart rolls back no matter how many people are on it; giving the opposing team as much time as they need to win the game.
Does this fix relate to this problem?
Also, I'm wondering -- I know you modified the numteamcappers or whatever it was entity for this library, making -1 and 0 have different meanings, if I remember correctly. Is it that you've updated this entity, and that should fix the problem?
Cheers,
Mokagogo
A Boojum Snark
07-14-2009, 01:23 PM
It sounds related, but without more info I can't say whether or not it was directly the result of the bug.
and I didn't modify any entities. I can't modify them, that's part of the game code. I can only use what's already coded in, and change what Hammer displays. OnNumCappersChanged2 is unrelated to any capping issues, though.
Mokagogo
07-14-2009, 01:43 PM
Is there any chance you could elaborate on what you changed in order to fix the payload race error, please? Ideally I'd like to migrate any fixes in by hand, so I'm not copying and pasting in entities and possibly overwriting something else I already changed.
Also -- I don't need to update the FGD in order to make use of any gametype setup changes in this release, do I?
*edited* I may also look into removing the payload race gametype from version 1.1 and version 1.2 and doing a text diff on the vmf files. That should hopefully bring up a fairly concise list of differences.
A Boojum Snark
07-14-2009, 02:11 PM
Is there any chance you could elaborate on what you changed in order to fix the payload race error, please? Ideally I'd like to migrate any fixes in by hand, so I'm not copying and pasting in entities and possibly overwriting something else I already changed.
http://forums.tf2maps.net/showpost.php?p=76420&postcount=54
Vigilante212
07-14-2009, 06:43 PM
The two latter t_c_p_round entities, each pair of watchers that goes with them. The math_counter and the logic_case at the bottom of the "stack". All the actually path/point entities for the stages.
Then do an Alt+P to find and remove any remaining dead-end outputs.
Ok I finally did all this, but now I got my track laid down and I went to test it and my carts wont move. I tried changing the priority to 1 but that didnt help either. its like the cart doesnt recognise that im standing by it itll trigger the health, but the hud wont display number of people(does the plr hud even show that??)
A Boojum Snark
07-14-2009, 07:17 PM
The trigger_capture_areas start disabled, and are enabled upon setup end. Did you happen to remove the setup time and not change the start disabled setting?
Vigilante212
07-14-2009, 07:26 PM
No setup time works. its 1 minute 10 seconds, but after it counts down I cant move the cart. Could it be because I didnt add the setup doors yet?
A Boojum Snark
07-14-2009, 07:34 PM
Doors have nothing to do with it... just check the cap areas and see what inputs they receive.
Vigilante212
07-14-2009, 07:44 PM
ok i think i know what happened all my outputs got deleted once when I did a fix all and it deleted thse because I had them off to the side on my map.
grazr
07-15-2009, 10:25 AM
The train prefab sounds like a good idea. Valve seemed to have left out well in their SDK update, in which the official vmf's were released. Both versions.
The Political Gamer
07-15-2009, 10:29 AM
What I kinda was thinking for one of the trains is one that looks like it is going on and on and will never end.
AntonJ3000
07-16-2009, 05:55 AM
The train prefab sounds like a good idea. Valve seemed to have left out well in their SDK update, in which the official vmf's were released. Both versions.
They don't want us to know about the trains :ohmy:
MrSinistar
07-16-2009, 01:19 PM
YES!!! YES!!! Thank you so much, Boojum!!
Open Blade
07-18-2009, 01:02 PM
What's next? An Elevator's package. That would be sweet.
Nah, but serious, you have the skills to make some awesome things. You should serious think about making your own set of explosion pit endings. The valve ones are good but there needs to be more variety and not all of us know how to model so using the goldrush and badwater stuff is about the best we have right now.
The Political Gamer
07-18-2009, 01:43 PM
I am with Open Blade when I ask if you could add in explosion and elevators. More so the explosions...
A Boojum Snark
07-18-2009, 02:05 PM
Explosions are models, I have no experience in modeling, along with the fact they generally need to be customized to the map itself to look good.
The Political Gamer
07-18-2009, 02:06 PM
And elevators?
Open Blade
07-18-2009, 05:42 PM
Explosions are models, I have no experience in modeling, along with the fact they generally need to be customized to the map itself to look good.
Not necessarily. If it's somewhat standardized in shape and size, people can always fit it to their map. I mean, that's what we do right now with Goldrush and Badwater, with exception for those few that know how to model.
And really, not all of them need custom models. You could make a set of pits using brushwork and displacement, along with TF2 props such as barrels and such. I for one would like to see and ending where the pit doesn't blow up, but rather maybe the track ends at the begging of a closed mineshaft filled with TNT and the explosion explodes outwards more then upwards.
A Boojum Snark
07-18-2009, 06:46 PM
And elevators?
do not belong in TF2. If someone finds a way to make one work well in the gameflow, good for them. But I'm not going to encourage it with prefab boring elevators.
Not necessarily. If it's somewhat standardized in shape and size, people can always fit it to their map. I mean, that's what we do right now with Goldrush and Badwater, with exception for those few that know how to model.
And really, not all of them need custom models. You could make a set of pits using brushwork and displacement, along with TF2 props such as barrels and such. I for one would like to see and ending where the pit doesn't blow up, but rather maybe the track ends at the begging of a closed mineshaft filled with TNT and the explosion explodes outwards more then upwards.
There is no such thing as a "standard shape and size". Go take a look around at all the final points in PL maps, they're all different. There isn't any way to make a standardized explosion that won't end up with pieces going through walls or floating in the air.
Above all, however, is that this is completely out of the scope and reason of prefabs. Prefabs are for things used very often and are expected to function with relative similarity across all maps, so that it's easy to put them in properly. A finale is used once per map, and only in payload maps, and seeing the same cinematic explosion in several maps would end up being less than wonderful.
Evang7
07-18-2009, 07:50 PM
I love you to no end for this.
grazr
07-18-2009, 09:26 PM
They don't want us to know about the trains :ohmy:
What trains?!
AriZona
07-21-2009, 10:26 PM
As always many thanks A Boojam Snark. Really helped my payload map working!
:wow:
Ah great, I was looking for a soundscape library, great work Boojum.
Eternal
07-25-2009, 12:07 AM
STOP IT! I CAN'T POSSIBLY LOVE YOU MORE!!!
:) Thanks you have NO idea how helpful these libraries have been to a new mapper like myself.
You, sir, are incredibly awesome :D
eraSuS
07-25-2009, 05:18 PM
Thanks alot for this, really helped!
A Boojum Snark
07-26-2009, 03:25 PM
Shortly I'll be releasing an update to several of my resources, at the same time I combine them into a single self-installing pack. In the mean time, I present you with what will be the new info_player_teamspawn model.
http://img.photobucket.com/albums/v401/aboojumsnark/long/devengyfinal.png
The Political Gamer
07-26-2009, 03:31 PM
Sweet
uma plata
07-26-2009, 04:53 PM
I immediately thought of:
http://img266.imageshack.us/img266/7870/beleandlokaistartrek.jpg
A Boojum Snark
07-26-2009, 04:59 PM
Heh, I was considering teamcoloring his flesh too at one time. But then the beard idea showed up and that was better.
Eternal
07-27-2009, 09:27 PM
Hmm.. I know you have the "gametype" library, but why not add the straight tracks to this prefab pack that way you don't need to keep switching back and forth as needed.
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