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Posts Made By:
A Boojum Snark
Forum:
Tutorials & Resources
05-21-2013, 07:20 PM
Replies:
526
Sticky:
Ultimate Mapping Resource Pack
Views:
211,698
Posted By
A Boojum Snark
http://forums.tf2maps.net/downloads.php?do=file&id...
http://forums.tf2maps.net/downloads.php?do=file&id=865
IMPORTANT: The "Material Browser" improvements necessitate overriding some of the default materials. This may cause problems when playing on...
Forum:
Mapping Discussion
05-20-2013, 06:11 PM
Replies:
5
Does the hammer editor run on Linux?
Views:
120
Posted By
A Boojum Snark
The rendering engine Hammer uses is very stripped...
The rendering engine Hammer uses is very stripped down, so the graphical load shouldn't be too heavy until you get to very extensive maps (release quality) and even then there are options like max...
Forum:
Mapping Discussion
05-20-2013, 11:20 AM
Replies:
14
Good ways to cut VVIS ???
Views:
376
Posted By
A Boojum Snark
VBSP just does it's own thing. You can't always...
VBSP just does it's own thing. You can't always predict or control where portals show up, which is why hints are something akin to a "negative optimization" because generally you're only going to...
Forum:
Mapping Discussion
05-19-2013, 03:15 PM
Replies:
14
Good ways to cut VVIS ???
Views:
376
Posted By
A Boojum Snark
Hint merely makes a leaf slice. Sometimes you...
Hint merely makes a leaf slice. Sometimes you might need to hint a doorway IF it was improperly sliced and the leaf goes "through" the doorway which would result in stuff being rendered that doesn't...
Forum:
Games Talk
05-18-2013, 09:19 AM
Replies:
23
Raven Software Design Internships 2k13
Views:
1,394
Posted By
A Boojum Snark
I should have a go at it again.
I should have a go at it again.
Forum:
Mapping Discussion
05-15-2013, 08:31 AM
Replies:
8
[Help] Map compiling in "dev mode"
Views:
319
Posted By
A Boojum Snark
Yeah, from what was said in the other thread it...
Yeah, from what was said in the other thread it sounds like it doesn't even have to do with the SDK.
Forum:
Mapping Discussion
05-14-2013, 10:22 PM
Replies:
8
[Help] Map compiling in "dev mode"
Views:
319
Posted By
A Boojum Snark
/crosslink...
/crosslink http://forums.tf2maps.net/showthread.php?t=21175
...same question to you! Are you using the old SDK?
Forum:
Mapping Discussion
05-14-2013, 10:20 PM
Replies:
6
Map suddenly is fullbright and shows many brushes that should be invisible
Views:
357
Posted By
A Boojum Snark
Sounds like the same problem as this......
Sounds like the same problem as this... http://forums.tf2maps.net/showthread.php?t=21172
Now I wonder, are you using the old SDK? That might explain the compilers failing to function properly...
Forum:
Mapping Discussion
05-14-2013, 08:48 PM
Replies:
8
[Help] Map compiling in "dev mode"
Views:
319
Posted By
A Boojum Snark
That is not dev mode. If I remember correctly all...
That is not dev mode. If I remember correctly all -dev mode is is a combination of -console (enable console) and -novid (skip intro videos) along with a couple other miscellaneous things. It is not...
Forum:
Tutorials & Resources
05-12-2013, 11:08 PM
Replies:
526
Sticky:
Ultimate Mapping Resource Pack
Views:
211,698
Posted By
A Boojum Snark
I'm working on it... slowly. Trying to figure out...
I'm working on it... slowly. Trying to figure out how everything works and the best way to go about it without causing problems.
Forum:
Mapping Discussion
05-11-2013, 09:03 PM
Replies:
4
Source SDK not working
Views:
360
Posted By
A Boojum Snark
The bat file was recommended by valve... was...
The bat file was recommended by valve... was posted in one of these numerous threads. All it does is check the environment variables Hammer needs to work properly and set them if needed. (It's the...
Forum:
Mapping Discussion
05-11-2013, 07:25 PM
Replies:
4
Source SDK not working
Views:
360
Posted By
A Boojum Snark
We've had multiple threads discussing this for...
We've had multiple threads discussing this for the past month in anticipation of the issue, and trying to make it work afterwards. The "solution" currently is to opt into the SDK beta that is part of...
Forum:
Team Fortress 2 Talk
05-11-2013, 05:05 PM
Replies:
1
Steampipe and sv_pure
Views:
227
Posted By
A Boojum Snark
Steampipe and sv_pure
Does anyone know how custom content is handled with the new system? Is it gracefully ignored by the game or does it still cause issues? I ask because I avoided conflicts between my mapping pack and...
Forum:
Mapping Discussion
05-10-2013, 09:32 AM
Replies:
153
A heads-up about the SDK
Views:
8,260
Posted By
A Boojum Snark
We aren't really talking about the generic source...
We aren't really talking about the generic source entities. That stuff isn't exactly useful (or is tricky) to work into game logic. All of the gamemode related entities are specialized; tf_logic_*,...
Forum:
Mapping Discussion
05-07-2013, 07:26 PM
Replies:
153
A heads-up about the SDK
Views:
8,260
Posted By
A Boojum Snark
This is an interesting reminder to me of the vast...
This is an interesting reminder to me of the vast differences between mappers. Since TF2's launch, and even with the later game modes, I've always seen the logic as extremely watered down and...
Forum:
Mapping Discussion
05-06-2013, 06:34 PM
Replies:
153
A heads-up about the SDK
Views:
8,260
Posted By
A Boojum Snark
Since it isn't a very well known feature, if it...
Since it isn't a very well known feature, if it would be useful to you I thought I should point out you can actually do it, albeit using more than Hammer itself....
Forum:
Mapping Discussion
05-06-2013, 05:12 PM
Replies:
153
A heads-up about the SDK
Views:
8,260
Posted By
A Boojum Snark
;) Precisely my point. It will take a huge amount...
;) Precisely my point. It will take a huge amount of effort just to make something that is an equal to Hammer, and only then can one begin to better it with additional features.
...which, to...
Forum:
Mapping Discussion
05-06-2013, 04:40 PM
Replies:
153
A heads-up about the SDK
Views:
8,260
Posted By
A Boojum Snark
There isn't really any reverse engineering work...
There isn't really any reverse engineering work to be done. VMFs are very simple human-readable structured files. The only thing required is a hefty understanding of math and rendering code......
Forum:
Front Desk
05-05-2013, 08:31 AM
Replies:
6
Apparently, I cannot thank other posters
Views:
274
Posted By
A Boojum Snark
Wait what. o_O Account deletion seems rather...
Wait what. o_O Account deletion seems rather drastic for just moving on. What happened?
Forum:
Mapping Discussion
05-05-2013, 08:29 AM
Replies:
153
A heads-up about the SDK
Views:
8,260
Posted By
A Boojum Snark
They're probably referring to the built-in...
They're probably referring to the built-in in-game/in-engine map editor that is drag and drop tile based editing. It is amazingly smooth and efficient for making plain chambers, though you need to go...
Forum:
Mapping Discussion
05-05-2013, 08:27 AM
Replies:
3
Help: SetLocked not working on control points
Views:
199
Posted By
A Boojum Snark
What Element said should work, the HUD/locking...
What Element said should work, the HUD/locking system is very much automated by "capturability" though it is only made to understand linear maps so it messed up with stuff like this.
...
Forum:
Mapping Discussion
05-04-2013, 12:52 PM
Replies:
20
TF2 converted game content...can't run Source SDK now?
Views:
1,428
Posted By
A Boojum Snark
Is there a reason you think they are a troll? ...
Is there a reason you think they are a troll?
edit: to clarify, I mean, there is enough evidence to say otherwise. Seems weird to even bring it up.
Forum:
Mapping Discussion
05-04-2013, 12:50 PM
Replies:
48
An update on the post-SteamPipe SDK
Views:
3,021
Posted By
A Boojum Snark
That runs the same tools, it isn't actually a...
That runs the same tools, it isn't actually a different compiler.
Forum:
Mapping Discussion
05-03-2013, 12:58 PM
Replies:
4
Help please :) With a few things
Views:
182
Posted By
A Boojum Snark
1: try moving the proxy block to the bottom. I...
1: try moving the proxy block to the bottom. I don't think it should be an issue, but every valve material I've looked at (and the stuff I've made) always has proxies last. Worth a try.
2: Aside...
Forum:
Models & Textures
05-02-2013, 04:31 PM
Replies:
7
Practical Tools Materials
Views:
261
Posted By
A Boojum Snark
func_brush won't play nice with stickies. I guess...
func_brush won't play nice with stickies. I guess blockbullets would work, if it does work. The route I went was making special invisible materials to use on displacements in place of clips.
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