Tutorial 2 Map by Frable / Custom Dota 2 Map by Swordz
50 replies, posted
[t]http://i.imgur.com/qChdxkR.jpg[/t]
[video=youtube;iawzf8DX9-U]http://www.youtube.com/watch?v=iawzf8DX9-U&feature=youtu.be[/video]
Tutorial 2 map ported by Frable, for SFM. Works with CH shader.
[B]Download:[/B] [URL]https://dl.dropboxusercontent.com/u/79020539/Tutorial 2 map.7z[/URL]
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[video=youtube;sEfUeG3nIgQ]http://www.youtube.com/watch?v=sEfUeG3nIgQ[/video]
Custom Dota 2 map by Swordz: CH shader can now be used on it.
[B]Download:[/B] [URL]https://www.dropbox.com/s/tavgotzt29cd456/sfm_dota_swordz.rar[/URL]
Both maps work with CustomHero, so you can just revert everything (except some globallitsimple stuff as explained on the old dota map thread) to the default and never worry about making changes to .vmt unless you want to remove envmaps on some heroes like CK.
CustomHero shader? What's the catch?
[QUOTE=Jojje;42030813]CustomHero shader? What's the catch?[/QUOTE]
It only works correctly on night maps and with some changes on the fog settings, the shader is very sensitive to the map brightness, but not to the sfm lights. You can make it look like a normal day map by using a sfm light as a sun then.
Alright cool I can work with that
[img]http://cloud-2.steampowered.com/ugc/919021304980181957/D1B2CD5595AB06014A86E3B0FFE4729C4EC8E58F/[/img]
Felt like posting this here, pic of our skull ward on my map, using the original CustomHero settings from the compiler.
[QUOTE=Kyuownz;42101419][img]http://cloud-2.steampowered.com/ugc/919021304980181957/D1B2CD5595AB06014A86E3B0FFE4729C4EC8E58F/[/img]
Felt like posting this here, pic of our skull ward on my map, using the original CustomHero settings from the compiler.[/QUOTE]
Interesting. Are those SFM lights or map lights with all the Dota 2 shader stuff that goes along with them?
[QUOTE=Gamerman12;42102961]Interesting. Are those SFM lights or map lights with all the Dota 2 shader stuff that goes along with them?[/QUOTE]
Yes, it's SFM lights, but the model and map are using the Dota 2 stuff. The map itself is dark.
I got the map to work in sfm but once a light is added to it objects like trees and rocks turn pink
[IMG]http://img191.imageshack.us/img191/657/3de1.png[/IMG]
[B]
*Nevermind had to change globalsimples to verticalits sorry[/B]
i searched everywhere but i couldnt find anything and create a topic
any luck on converting the diretide map?
Been quite busy the last months with university stuff, projects and thesis. Will make a fast port now and post it here. Then you guys can tune it to your liking.
[editline]2nd November 2013[/editline]
[t]http://i.imgur.com/0n1V0Jg.jpg[/t]
[URL="https://dl.dropboxusercontent.com/u/79020539/Diretide_minimal.7z"]Download Link .bsp + .vmf[/URL]
Have fun!
Thank you so much for the fast response kind of bummed the river isnt being displayed correctly but thats not your fault. Seems the red in the river is orange. Don't know why i checked the .vmf and is using the WATER_DOTA_BLOOD. Ill try and tinker with it i just can't get hammer to compile the maps back to .bsps they get errors
[B]*Update seems like the river is orange due to the lighting. With lighting off it is gray, weird.[/B]
[editline]2nd November 2013[/editline]
Ok so I found a solutions to the bloody river.
[t]http://i.imgur.com/KBPqqgs.jpg[/t]
Go to /materials/water/water_dota_blood.vmt
On Line 48 you will see "$fogcolor" "{ 255 255 255 }"
This is the hexidecimal color code for the waters color.
Change to "$fogcolor" "{ 102 0 0 }" to give it the bood red look.
Ah, the official water_dota_blood material is bugged since quite a while. There are multiple approaches how to fix it via editing the material file. Jump over to the Dota2 section on facepunch and check the mod topic, I think there someone had posted a decent blood material file a few months ago.
[url]http://facepunch.com/showthread.php?t=1243162[/url]
This is the file I am using atm.: [URL="https://dl.dropboxusercontent.com/u/79020539/water_dota_blood_3.vmt"]material file[/URL]
I think it's a bit more reflective and rippled than the original one, but am quite happy with the blood color. To change the ripples and reflectiveness just play around with the $reflectamount, $reflecttint, $refractamount, $refracttint. I think those 4 were the main ones. Edit the file and just reload them in SFM via mat_reloadallmaterials to see the changes.
Hf tinkering
[t]http://i.imgur.com/T9m7cJc.png[/t]
Hello , i download your map
and i have some problems with texture near tree
[img]http://s9.postimg.org/i8zj1obb3/tutorial_m2_big_pineversion0001.png[/img]
Tried to reproduce your error and figured it out. Seems like you are lacking the materials/overlays/leaves_fall000.vtf file. So check that you have all materials correctly extracted or download it from [URL="https://dl.dropboxusercontent.com/u/79020539/leaves_fall000.vtf"]here[/URL] + [URL="https://dl.dropboxusercontent.com/u/79020539/leaves_fall000_spec.vtf"]specular material[/URL].
If that still does not work, you can try renaming the material file to leaves_fall000_wet.vtf.
Let me know if it worked.
[QUOTE=Frable;42842087]Tried to reproduce your error and figured it out. Seems like you are lacking the materials/overlays/leaves_fall000.vtf file. So check that you have all materials correctly extracted or download it from [URL="https://dl.dropboxusercontent.com/u/79020539/leaves_fall000.vtf"]here[/URL] + [URL="https://dl.dropboxusercontent.com/u/79020539/leaves_fall000_spec.vtf"]specular material[/URL].
If that still does not work, you can try renaming the material file to leaves_fall000_wet.vtf.
Let me know if it worked.[/QUOTE]
[IMG]http://i.imgur.com/1z9ZHxUl.jpg[/IMG]
[IMG]http://i.imgur.com/6KG9Y6Rl.jpg[/IMG]
:C
Ah, my bad. I added only the .vtf files in the end instead of the .vmts -.-.
[URL="https://dl.dropboxusercontent.com/u/79020539/leaves_fall000_wet.vmt"]here[/URL] and [URL="https://dl.dropboxusercontent.com/u/79020539/leaves_fall000.vmt"]here[/URL]. Add these to the overlays folder as well. But it just means you lack certain material files. Either smth. went wrong when you extracted the materials form the .vpk files (do an up to date extraction) or they have been removed? Anyone any info on this?
Edit: Btw. in these cases of checkered purple regions on map, it's always the problem of missing textures. Scroll up in your console after you load the map. There should be entries along the lines of "couldn't find material ***". Might be even more materials that you lack. The leaves are fault for the error in the first image you posted.
[QUOTE=Frable;42849259]Ah, my bad. I added only the .vtf files in the end instead of the .vmts -.-.
[URL="https://dl.dropboxusercontent.com/u/79020539/leaves_fall000_wet.vmt"]here[/URL] and [URL="https://dl.dropboxusercontent.com/u/79020539/leaves_fall000.vmt"]here[/URL]. Add these to the overlays folder as well. But it just means you lack certain material files. Either smth. went wrong when you extracted the materials form the .vpk files (do an up to date extraction) or they have been removed? Anyone any info on this?
Edit: Btw. in these cases of checkered purple regions on map, it's always the problem of missing textures. Scroll up in your console after you load the map. There should be entries along the lines of "couldn't find material ***". Might be even more materials that you lack. The leaves are fault for the error in the first image you posted.[/QUOTE]
[IMG]http://i.imgur.com/EDwfROF.png[/IMG]
Nothing wrong in this log as far as I can see. You can disregard the particle and script errors. Scripts are linked to map entities used by the game logic of dota 2, their absence does not impede the map for the way we use it. If the error messages disturbs you, you can create blank files with the corresponding names in the defined folders to get rid of them.
SFM always spams about unknown particles. The errors you get seem to be rather TF2 or smth. releated. Either way don't let them bother you, they won't affect the map.
If you still get checkerboard parts on the map, just search the log for entries about missing materials.
The map works for the rest of the users, so the error is on your end and very likely smth. went wrong when you exported the game data from the .vpk.
Do you know how to load the .bsp in Crafty? I'm trying to convert the map to .obj
[QUOTE=Kyuownz;42030680]
Tutorial 2 map ported by Frable, for SFM. Works with CH shader.[/QUOTE]
Thank you! Do you add fire and water splash effects manually (in video demo)? I can't see it on the map
[QUOTE=Tmini76;42656180]I got the map to work in sfm but once a light is added to it objects like trees and rocks turn pink
[IMG]http://img191.imageshack.us/img191/657/3de1.png[/IMG]
[B]
*Nevermind had to change globalsimples to verticalits sorry[/B][/QUOTE]
Could anyone tell me how to do this? for I am having the same trouble you used to have
[QUOTE=charcle;44060518]Could anyone tell me how to do this? for I am having the same trouble you used to have[/QUOTE]
Do this: [url]http://puu.sh/7c9wL.jpg[/url] But use GlobalLitSimple instead of CustomHero.
[QUOTE=PalmliX;44064319]Do this: [url]http://puu.sh/7c9wL.jpg[/url] But use GlobalLitSimple instead of CustomHero.[/QUOTE]
Thanks, this helped a lot. I fixed everything and made the light rays look better.
EDIT: Dumb question figured it out.
[QUOTE=PalmliX;44064319]Do this: [url]http://puu.sh/7c9wL.jpg[/url] But use GlobalLitSimple instead of CustomHero.[/QUOTE]
Excuse me, I have the same problem, but this link does't work anymore, Wha do I have to do to fix this problem on SFM?
This is what's happening: [url]http://d4rkm4nolo.deviantart.com/art/Dota-2-Rival-lane-Map-Error-SFM-451595829?ga_submit_new=10%253A1399070075[/url]
So, I'm trying to remove a few elements of the map (delete some trees/effects, change the light_environment) in Hammer, but every time I recompile, the water straight up disappears. Everything else seems fine, any idea what's going on?
It's the dota_dark map, btw
This is the error that I can find in the .txt file after a compile.
[CODE]materialPath: C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\dota2_vlg\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\dota2_vlg\maps\Dota2MapNight_noAlphas.vmf
***need to set $abovewater for material water/water_dota
material water/water_dota needs to have a $fogcolor.
***need to set $abovewater for material water/water_dota
material water/water_dota needs to have a $fogcolor.
Material not found!: /RAIN
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\dota2_vlg\gameinfo.txt[/CODE]
and this is what my water_dota.vmt looks like
[CODE]"Water"
{
"<DX90_20b"
{
"$fallbackmaterial" "water\water_dota_lowend"
}
$forceexpensive 1
"$normalmap" "water/water_river_normal_sharp_temp"
"$reflecttexture" "_rt_WaterReflection"
"$reflectamount" ".15"
"$reflecttint" "[ .75 .75 .75 ]"
// "$reflecttint" "[ .8 .9 1 ]"
// "$reflectskyboxonly" 1
"$reflectentities" 1
"$refracttexture" "_rt_WaterRefraction"
"$refractamount" "0.1"
"$refracttint" "{ 136 144 70 }"
// "$refracttint" "{ 136 144 70 }"
"$abovewater" "1"
"$bottommaterial" "nodraw"
"$fogenable" 1
"$fogstart" 35
"$fogend" 100
"$lightmapwaterfog" 0
// 20b and higher, lightmap the water fog and don't mess with the flahlight tint on water
"$fogcolor" "{ 10 10 10 }"
"$flashlighttint" 1
"%compilewater" 1
"%tooltexture" "liquids/dota_flowmap_flow"
"$surfaceprop" "slime"
"$forcefresnel" .2
"$fow" "_rt_fog_of_war"
$REFLECTION_DIR "[ -0.45 -.5 0.499 ]"
// $REFLECTION_DIR "[ -0.45 -1 0.499]"
// $REFLECTION_DIR "[ -0.09 -0.44 0.899]"
$REFLECTION_POWER 1
$REFLECTION_COLOR "[ .02 .03 .02 ]"
$BASE_BLOOM 0.05
$BLOOM_POWER 1
"Proxies"
{
//"AnimatedTexture"
//{
// "animatedtexturevar" "$normalmap"
// "animatedtextureframenumvar" "$bumpmap"
// "animatedtextureframerate" 30.00
//}
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .01
"texturescrollangle" -135.00
}
"WaterLOD"
{
// fixme! This has to be here, or material loading barfs.
"dummy" 0
}
}
}[/CODE]
As far as I recall the fogcolor error popped up on every compile of mine, whatever I edited in the material files. However, it still worked fine.
So what you could try is to fix the " Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\sourcefilmmaker\game\dota2_vlg\gameinfo.txt" error.
Don't have SFM installed anymore, but check TF2's gameinfo.txt. It was just a single line of declaration. You have to add smth. along the lines of :
GameData "dota.fgd"
or dota2.fgd, to your gameinfo.txt. Check the /bin folder which file is present.
Not sure if that will fix it, but worth a try non the less.
GL
Why does source filmmaker keep crashing when I try to load these dota maps? It works fine with all other maps.
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