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Old 06-28-2012, 04:46 AM   #1
Antome
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Default Pyroland info?


It is evident that the pyroland textures are separate, or embedded into the maps in some form. Some official maps have it, some do not. Has there been any announcement or info as to how we can put pyroland textures onto maps?

In theory, not only could you give the map alternative textures, you could have a different aesthetic choice entirely.
 
Last edited by Antome; 06-28-2012 at 04:56 AM.
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Old 06-28-2012, 04:56 AM   #2
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Default Pyroland info?


I don't think this is IN the map. Since they didn't updated all the maps recently.
I think it's a theme replacement, this is why it only works on dust themed maps. (At least I think it's only there)

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Old 06-28-2012, 05:10 AM   #3
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Default Pyroland info?


That would make sense, considering none of the maps were updated. It would still be interesting to see how we could go about implementing it.
 
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Old 06-28-2012, 06:40 AM   #4
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Default Pyroland info?


Quote:
Originally Posted by Bloodhound View Post
I think it's a theme replacement, this is why it only works on dust themed maps. (At least I think it's only there)
It also works on Viaduct.

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Old 06-28-2012, 02:55 PM   #5
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Default Pyroland info?


But the maps WERE updated. Slowly overtime, one by one, changing really minor things, and it was really suspicious.

Am I the only one that remembers this?

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Old 06-28-2012, 04:23 PM   #6
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Default Pyroland info?


Pyroland is accomplished via shader, in some materials folders there is a "replacements.vmt" that specifies keyvalues to insert into materials. These keyvalues come in sets, for example, there can be a "brick" set that affects all the materials in that folder with "brick" in the name. These keyvalues tint, add the stripe, and adjust the lightmaps. They also add a "grey step" which I think is palletted color or lighting values. I think there's a bit more to the parameters but I didn't dig very deep.

Don't know how it determines which maps have pyroland.
 
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Old 06-28-2012, 05:02 PM   #7
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Default Pyroland info?


Quote:
Originally Posted by Mr. Happy View Post
Don't know how it determines which maps have pyroland.
Maybe hardcoded? But I don't think so.
Some guys tested it:
  • 2Fort
  • Badlands (Arena)
  • Badlands (Control Point)
  • Badlands (King of the Hill)
  • Badwater Basin
  • Doomsday
  • Dustbowl
  • Gravel Pit
  • Gold Rush
  • Hightower
  • Viaduct

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Old 06-28-2012, 05:04 PM   #8
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Default Pyroland info?


Quote:
Originally Posted by Crash View Post
But the maps WERE updated. Slowly overtime, one by one, changing really minor things, and it was really suspicious.

Am I the only one that remembers this?
Yes, but they added nav stuff only iirc.
 
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Old 06-30-2012, 10:29 AM   #9
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Default Pyroland info?


[ my investigation ]

Mr.Happy have right ... I've seen PyroVision in these files ... also there is a folder for the replacements : "RJ"

now we need to find how to ... i think they have really recompiled the maps with an specific entity in ...

i'll decompile Dustbowl to see if there is a strange entity, I'll let you know ...

// ----------------------------------------------------------

try to decompile cp_dustbowl. when u open it in hammer, it crash ... it do the same for all maps who have the PyroVision working ... without Doomsday

// -----------------------------------------------------------

however if u extract, for example Doomsday, rename it, then launch it, no pyrovisions textures are visibles ... there are normal textures ...

// -----------------------------------------------------------

i tried to rename Trade_Plaza into Sd_Doomsday ... then Textures Worked !

Demoman: SEE ??



Conclusion :

its really in a .TXT file where are the names of the maps who have these texture replacement ...

now we need to find where it is ...

[ I hope it helped you ]

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Last edited by ZooL; 06-30-2012 at 11:07 AM.
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Old 06-30-2012, 11:29 AM   #10
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Default Pyroland info?


Also worked with my map ^^


http://forums.tf2maps.net/showthread.php?t=19564

I'VE FOUND THE .CFG !!! its in :

tf/cfg/mtp.cfg

here the content

Quote:
"VisionFilterShadersMapWhitelist"
{
"arena_badlands.bsp" "1"
"ctf_2fort.bsp" "1"
"cp_badlands.bsp" "1"
"cp_dustbowl.bsp" "1"
"cp_gravelpit.bsp" "1"
"koth_badlands.bsp" "1"
"koth_viaduct.bsp" "1"
"plr_hightower.bsp" "1"
"pl_badwater.bsp" "1"
"pl_goldrush.bsp" "1"
"sd_doomsday.bsp" "1"
}


MAYBE IF WE ADD OUR MAPS LIKE THAT :

"MAP NAME.bsp" "1"

it will work !!!



[ I hope it helped you !! (i'm sure ;p ) ]

http://forums.tf2maps.net/showthread.php?t=19631

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Last edited by ZooL; 07-02-2012 at 09:16 AM.
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