• Dota 2 SFM Maps?
    10 replies, posted
I've been doing some DotA 2 Stuff recently and I have been using the Dota Mappack but these maps aren't really built for a cinematic view(Blocky Lightrays, etc). Other maps just don't match the style so I wanted to ask if there are any maps for this kinda stuff right now?
I think the main problem you'll have is there's few maps at the same scale as dota. Even some of the smallest models tower above what most maps are made for. [T]http://fc06.deviantart.net/fs70/f/2013/240/0/2/scale_by_blueflytrap998-d6k3ye7.jpg[/T]
[QUOTE=BlueFlytrap;42001537]I think the main problem you'll have is there's few maps at the same scale as dota. Even some of the smallest models tower above what most maps are made for. [/QUOTE] Exactly. I was just wondering if there were any existing resources already? Maybe someone who's done Dota cinematics?
All the maps in the dota map pack come with the original .vmf. That means it's fairly easy to load into the SFM hammer, delete whatever you don't want (i.e. lightrays), and recompile.
I am using the DOTA2 map stripped of all the props (by Frable) in a similiar way people make movies on black void, but making your own scenebuild in SFM for every scene can get quite exhausting. So best bet is probably to just go into hammer and remove only the stuff you dont like in the parts of the map you plan on using as others mentioned. [t]http://i.imgur.com/gAuibPB.jpg[/t] link: [url]http://dl.dropbox.com/u/79020539/dota_sfm_empty.7z[/url]
[QUOTE=BlueFlytrap;42001537]I think the main problem you'll have is there's few maps at the same scale as dota. Even some of the smallest models tower above what most maps are made for. [T]http://fc06.deviantart.net/fs70/f/2013/240/0/2/scale_by_blueflytrap998-d6k3ye7.jpg[/T][/QUOTE] You can get past this though by de-compiling the models and editing the QC to include a line about scale, usually 0.5.
If someone could recompile the models it would be awesome, but as far as I know it's quite time consuming and tree models would need to be recompiled as well, at least for the dota maps. Because current ports use _sfm tagged models instead of the in-game models used by dota2. They are bigger (ingame trees are the height of heroes) and they have the static flag set when compiling, thus allowing trees to be placed as static props instead of dynamic and lowering the required memory for the map. Having the smaller models would open up the maps - make them more wide. The light ray things, as mentioned, you can take them out and recompile, or revert their material files from VertexLitGeneric to GlobalLitSimple, as they were in the beginning. They don't have the ingame animation in SFM but they do look pretty ok. Smth. like this (old pic tough so might have changed) [t]http://i.imgur.com/fOVUj.jpg[/t] And damn that Doom is huge ^^
[QUOTE=ThatSprite;42006429]You can get past this though by de-compiling the models and editing the QC to include a line about scale, usually 0.5.[/QUOTE] I don't think scaling them to 0.44 would solve it either. You need to understand just how big some of these models are. [T]http://fc05.deviantart.net/fs70/f/2013/241/d/7/go_big_or_feed_by_blueflytrap998-d6k8t02.jpg[/T]
[QUOTE=PalmliX;42004688]All the maps in the dota map pack come with the original .vmf. That means it's fairly easy to load into the SFM hammer, delete whatever you don't want (i.e. lightrays), and recompile.[/QUOTE] Ok I did that but it changes the lighting a lot when I remove them. It seems a lot flatter. But thanks for the tip! [IMG]http://i.imgur.com/8R1uY1i.jpg[/IMG]
Seems like you did not fully compile the map after removing the rays, as lighting isn't calculated. Here is a version without rays, fixed the missing dev/black material as well, that appeared purple (or white in the screenshots) for you. [URL="https://dl.dropboxusercontent.com/u/79020539/Tut1map_norays.7z"]Download Link[/URL] [B]But I would advise you and others who are fighting with the blocky lightrays:[/b] Use notepad++ and cast the *.vmt files inside materials/models/effects from "VertexLitGeneric" back to "GlobalLitSimple". Transparent materials look way smoother as GlobalLitSimple and lightrays in such format add to the maps value. [B]VertexLitGeneric Rays[/B] [t]http://i.imgur.com/AUL2PEr.jpg[/t] [B]GlobalLitSimple Rays[/B] [t]http://i.imgur.com/jEMeLqQ.jpg[/t]
[QUOTE=BlueFlytrap;42014784]I don't think scaling them to 0.44 would solve it either. You need to understand just how big some of these models are. [T]http://fc05.deviantart.net/fs70/f/2013/241/d/7/go_big_or_feed_by_blueflytrap998-d6k8t02.jpg[/T][/QUOTE] Holy shit roshan is huge....
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