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Making TF2 maps for the first time - Printable Version

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Making TF2 maps for the first time - shoopfox - 05-25-2009

I'm dicking around with Hammer and making ghetto practice maps. Are there any tips/useful stuff I should know in general?

Also what's up with the purple checkerboard shit on reflective surfaces? I know it's something to do with cubemaps but I read that tf2 is weird about those.


Re: Making TF2 maps for the first time - CaffeinePowered - 05-25-2009

Heres a helpful wiki

http://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation


Cube maps are entities that take a 360 picture, applies it t o reflective surfaces, the purple is a filler if none is found



Re: Making TF2 maps for the first time - shoopfox - 05-26-2009

(05-25-2009, 08:47 PM)Caffeine link Wrote: Heres a helpful wiki

http://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation


Cube maps are entities that take a 360 picture, applies it t o reflective surfaces, the purple is a filler if none is found

Yeah, I've been reading through the wiki and it's pretty helpful.

If I have brushes inside of other brushes does it make my map buggier/harder to load? Or do they just not get rendered?


Re: Making TF2 maps for the first time - Mission Difficult - 05-26-2009

(05-26-2009, 12:42 AM)Señor Pinchy link Wrote: [quote author=Caffeine link=topic=2960.msg85918#msg85918 date=1243302463]
Heres a helpful wiki

http://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation


Cube maps are entities that take a 360 picture, applies it t o reflective surfaces, the purple is a filler if none is found

Yeah, I've been reading through the wiki and it's pretty helpful.

If I have brushes inside of other brushes does it make my map buggier/harder to load? Or do they just not get rendered?
[/quote]

Brushes inside of brushes get rendered and impact map performance. Do your best to change brushes that won't be seen to No Draw.


Re: Making TF2 maps for the first time - Geoff - 05-26-2009

Why would you have brushes inside of other brushes?


Re: Making TF2 maps for the first time - Honest - 05-26-2009

(05-26-2009, 02:35 PM)Geoff link Wrote: Why would you have brushes inside of other brushes?

To make brush babies of course.


Re: Making TF2 maps for the first time - Geoff - 05-26-2009

(05-26-2009, 02:39 PM)Honest link Wrote: [quote author=Geoff link=topic=2960.msg86073#msg86073 date=1243366520]
Why would you have brushes inside of other brushes?

To make brush babies of course.
[/quote]

Big Grin


Re: Making TF2 maps for the first time - Mission Difficult - 05-26-2009

(05-26-2009, 02:35 PM)Geoff link Wrote: Why would you have brushes inside of other brushes?
Perhaps where two pieces of geometry intersect?


Re: Making TF2 maps for the first time - Geoff - 05-26-2009

(05-26-2009, 02:59 PM)Mission Difficult link Wrote: [quote author=Geoff link=topic=2960.msg86073#msg86073 date=1243366520]
Why would you have brushes inside of other brushes?
Perhaps where two pieces of geometry intersect?
[/quote]
You aren't supposed to make brushes inside of each other regardless.  Just have the brushes touch each other, never inside of each other.


Re: Making TF2 maps for the first time - CaffeinePowered - 05-26-2009

(05-26-2009, 03:02 PM)Geoff link Wrote: [quote author=Mission Difficult link=topic=2960.msg86082#msg86082 date=1243367983]
[quote author=Geoff link=topic=2960.msg86073#msg86073 date=1243366520]
Why would you have brushes inside of other brushes?
Perhaps where two pieces of geometry intersect?
[/quote]
You aren't supposed to make brushes inside of each other regardless.  Just have the brushes touch each other, never inside of each other.
[/quote]

People starting out tend to not know that Wink

The thing is that you might build something complex as a substitute for a model using brushes. If you set the whole thing to func_detail its not expensive at all, but yea, what I do is, I always make the whole brush have the nodraw texture by default, then start by texturing the sides that you would be able to 'see' inside the map, that way if a side gets "lost" butting up against another side in say, a building....then I dont have to do extra work finding the side and make it nodraw.


Re: Making TF2 maps for the first time - shoopfox - 05-26-2009

(05-26-2009, 03:07 PM)Caffeine link Wrote: [quote author=Geoff link=topic=2960.msg86083#msg86083 date=1243368178]
[quote author=Mission Difficult link=topic=2960.msg86082#msg86082 date=1243367983]
[quote author=Geoff link=topic=2960.msg86073#msg86073 date=1243366520]
Why would you have brushes inside of other brushes?
Perhaps where two pieces of geometry intersect?
[/quote]
You aren't supposed to make brushes inside of each other regardless.  Just have the brushes touch each other, never inside of each other.
[/quote]

People starting out tend to not know that Wink

The thing is that you might build something complex as a substitute for a model using brushes. If you set the whole thing to func_detail its not expensive at all, but yea, what I do is, I always make the whole brush have the nodraw texture by default, then start by texturing the sides that you would be able to 'see' inside the map, that way if a side gets "lost" butting up against another side in say, a building....then I dont have to do extra work finding the side and make it nodraw.
[/quote]
Good to know.



Re: Making TF2 maps for the first time - ZargonX - 05-26-2009

And when you have overlapping geometry, you tend to get texture errors anyway, so it's good to avoid from a visual standpoint as well.


Re: Making TF2 maps for the first time - CaffeinePowered - 05-26-2009

Oh also, Map -> Load Point File, if you get portal errors, its a fucking god send


Re: Making TF2 maps for the first time - venguard - 05-26-2009

(05-26-2009, 06:19 PM)Caffeine link Wrote: Oh also, Map -> Load Point File, if you get portal errors, its a fucking god send

best thing ever right here^^