TF2 SDK Update

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TF2 SDK Update

Postby ad_hominem on Mon Jun 15, 2009 9:16 pm

According to the TF2 Official Blog, the Source SDK has been updated to include the .vmf files to many of the official TF2 maps. Valve feel that this should give a lot of people a better idea of exactly how they go about creating the levels:

For the experienced map makers, we hope this gives you a variety of examples of how we design and construct levels, the tools we use to finish the aesthetic/thematic elements, and some specific implementation solutions to performance and networking problems. We also hope that it'll reduce the amount of confusion around the game logic and entity setup required for the various TF game modes.


Head on over to the Official Blog for the full post.
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Re: TF2 SDK Update

Postby undertone on Mon Jun 15, 2009 9:39 pm

Great now theres going to be an endless flood of night maps, just what we need.
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Re: TF2 SDK Update

Postby Blade Nd64 on Mon Jun 15, 2009 9:44 pm

And snow/jungle maps with clan tags plastered all over them. It does seem like it would be useful to take a look at, though.
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Re: TF2 SDK Update

Postby KommanderK on Mon Jun 15, 2009 9:45 pm

cool update, would be nice if if they included the .vmfs though since that was the point of the update, i see nothing in any of the folders
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Re: TF2 SDK Update

Postby Mess on Mon Jun 15, 2009 10:26 pm

I imagine most people (if they're awesome like me) vmex the BSPs as soon as they are available.
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Re: TF2 SDK Update

Postby TicTac on Mon Jun 15, 2009 10:42 pm

KommanderK wrote:cool update, would be nice if if they included the .vmfs though since that was the point of the update, i see nothing in any of the folders
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Re: TF2 SDK Update

Postby Zipfinator on Mon Jun 15, 2009 10:44 pm

KommanderK wrote:cool update, would be nice if if they included the .vmfs though since that was the point of the update, i see nothing in any of the folders


You need to refresh SDK content.

Also Mess I did that, but it makes some things messed up like displacements are all put onto 1 unit thin brushes instead of the normal brush Size Valve had and there are a ton of unnecessary faces with player clip on them that make important brushes disappear when you turn off the Clip vvis group.
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Re: TF2 SDK Update

Postby vcool on Mon Jun 15, 2009 11:26 pm

Most of the entity logic stays intact, though, which is what I usually look for in VALVe maps.
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Re: TF2 SDK Update

Postby pfoot on Tue Jun 16, 2009 1:35 am

god yes.
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Re: TF2 SDK Update

Postby Psy on Tue Jun 16, 2009 10:15 am

This should be interesting to look at. It's always good to know how other people construct maps.
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Re: TF2 SDK Update

Postby Gucio on Tue Jun 16, 2009 4:13 pm

And they messed up vgui model browser, at least for me at TF2, eh
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Re: TF2 SDK Update

Postby Chopium on Tue Jun 16, 2009 10:45 pm

The update broke the model VGUI for all the Orangebox Games. Opening the model-viewer crashes Hammer.
***BEWARE***
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Re: TF2 SDK Update

Postby Armageddon on Tue Jun 16, 2009 10:48 pm

Mr. Chop wrote:The update broke the model VGUI for all the Orangebox Games. Opening the model-viewer crashes Hammer.
***BEWARE***

I was just about to post the same thing. Anyways I hate this update cause it broke my model VGUI!!! :evil:
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Re: TF2 SDK Update

Postby undertone on Tue Jun 16, 2009 11:24 pm

Thanks valve. I like how including VMFs breaks the model viewer. :p
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Re: TF2 SDK Update

Postby city14 on Tue Jun 16, 2009 11:27 pm

RAWR! What? I was using the beta fine! And when they do an actual release it breaks? This is crap! WHY VALVE? WHY?!?!? When it's fixed, I do look forward to messing with the maps! Perhaps, I shall join 5 maps together ctf_cp_ultramap!
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