• Surf ramp problem
    9 replies, posted
Hello. I am sort of new to the world of mapping. I'm currently making a map for a server in TF2. Everything is going quite smooth, except surf ramps. I test my map every now and then after adding new stuff, and the surf ramps are being mean to me. Whenever I surf on a ramp, I can't go further up on it, and I eventually only slide off from it. I have tried adding curves, but it does not help a bit. Does anyone have a solution for this?
I thought there was a console command that made you able to surf, "sv_airaccelerate x" or something? Or maybe your ramps are simply too small
[QUOTE=ashton93;32742926]I thought there was a console command that made you able to surf, "sv_airaccelerate x" or something? Or maybe your ramps are simply too small[/QUOTE] I had a suspision about there being a console command involved. No, my ramps are not small at all ^^
Like ashton said, it's the server airaccelerate value.
[QUOTE=sphinxa279;32743360]Like ashton said, it's the server airaccelerate value.[/QUOTE] Sv_airaccelerate? Tried it in dev console, no result
you need to place a value afterwards... sv_airaccelerate 1000 for example.
Exact setting for most servers is sv_airaccelerate 150. Enjoy.
Uhh. I've been informed that Valve hid this to prevent bhop. Are there any plugins to replace this for?
[QUOTE=AnnoyingMoose;32747984]Uhh. I've been informed that Valve hid this to prevent bhop. Are there any plugins to replace this for?[/QUOTE] Prevent bhop? w000t!? If they tried to do that, they did a slightly bad job. Bhoping works fine on my maps. And on their own maps, and on everybody elses maps.
Ok since pretty much everyone in this section don't surf, they don't know how to get surfing to work. The simplest way is this: -Join surf server. -Leave surf server. -type "map surf_****" in console, replacing the *'s with the name of the map. You can now surf When you join a surf server you get the sv_airaccelerate modification required to surf and it will keep that modification until you join a completely different server. Plugins like bunny-hopping and surf-timer aren't kept though, you'd have to download sourcemod and the required plugins to have those working. [editline]sinep[/editline] I'll also fill you in on some basic requirements when you're making a map. -Make your ramps func_detail. The complex geometry really fucks with portalflow and func_details don't affect visleafs. -Use func_viscluster in large rooms and around complex geometry. A func_viscluster is a "trigger" textured brush and when compiling, tells vvis that any visleafs inside of the func_viscluster can see each-other. That's why Portalflow takes a long time usually, it has to calculate for each visleaf whether or not it can see the visleafs around it. -Nodraw on unseen faces. This applies to every type of map, a good practice to get into is making a brush out of the "nodraw" texture, making the geometry, then texturing the faces that the player will see. -ADD LIGHTING. BE ORIGINAL. No one wants to see another blue/white citadel texture fullbright surf map. Experiment and get a good artstyle, and make your map around that. The artstyle should be your icon if you plan to make multiple maps. Panzer and BuckNasty have recognizable artstyles to their maps, Mine is the tf2 imetal textures with a strong light-scheme, this is a video of my first released surf map. [video=youtube;XpHNDcLb83s]http://www.youtube.com/watch?v=XpHNDcLb83s[/video] This was released last August, I started making surf maps in 2009. Practice practice practice.
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