[IMG]http://i.imgur.com/Xo4t0H7.jpg[/IMG]
[HR][/HR]
[B]Winter map port[/B]
Another Dota2 map port. This time it's the greevil winter map.
[B]Details:[/B]
sky+light: [B]sky_alpinestorm_01[/B]
particles: [B]ON[/B]
Ambient creatures: [B]OFF[/B]
Weather: [B]ON[/B]
Left the ambient creatures out on this one. Mainly because we have quite a bunch of glowing candles on the map and in the end for movies you will add them by hand in the spots you want them to be. No need to waste entdata with dynamic_props noone needs.
The weather effects do work in this one. At default you have snowstorm activated (snow + rain). Keep in mind that it's a cosmetic and spawns around the player. Some clever filming and/or adjusting will be needed to use those. The commands for them are under r_snow* and r_rain*. Do a find to get the full list.
[B]To turn weather off you can use: [/B]
[I]> r_SnowEnable 0
> r_RainParticleDensity 0[/I]
Have fun experimenting and improving! Hope to see some nice videos soon.
[B]Download:[/B]
[URL="http://dl.dropbox.com/u/79020539/winter.7z"]Dropbox[/URL]
[URL="https://mega.co.nz/#!ht4VTL4R!EANiahFg_2jiIVaUAAZQ0x6E9QRuuduSskPI_gEUPwM"]MEGA[/URL]
[B]ZPlane Distance increased to 9000[/B]
[URL="http://dl.dropbox.com/u/79020539/dota_winter_9000.7z"]download[/URL]
[B]Videos:[/B]
Short fly over lake area: [URL="http://youtu.be/9_91FGscXLw"]video[/URL]
Snow test: [URL="http://youtu.be/upxXv5dgh08"]video[/URL]
Rain test: [URL="http://youtu.be/m14lYqPdwAw"]video[/URL]
Bravo.
I'm not sure if it's just me, but when you get into the F11 game cam, the scout is under the mid lane so you have to use noclip to get out. Just a minor annoyance, thanks for the map!
Also, do you know if it's possible to compile a version of the map where everything is rendered at all times? I opened a .vmf but didn't found any Area Portals that could be causing stuff to dissapear when you are too far from it. I tried some console commands, and one that works is r_drawallrenderables, but it doesn't carry over when you render the movie.
@Kyuownz
You spawn under the map as I forgot add the "info_player_teamspawn" entity. Thus, you are spawned at 0,0,0.
Models disappearing in the distance is implemented via the "fog_controler" entity. You will have to up the "Far Z Clip Plane" currently set at 5000. Keep in mind that by upping it you will have way more models rendered at all time and can cause SFM to crash (memory problems). At least that was the case in the very begining when we started to try porting the original map to SFM. This was the workaround kins found back then.
However, I have seen that there have been changes made in SFM? (multiple render passes,...).
So maybe a huge distance is not a problem anymore. My choice to go for 5000 there was purely random. Figured it should be far enough as well as hight numbers there increase the compilation time of the map.
- (Side note, i recall in SFM itself if you open up "fogui" you can do a "Far Z" override. Maybe that allows you to change the value of it without a complete recompile.Haven't tested if it works.)
Will add the entity and up the distance and put it to compile later tonight.
Screwing around
[thumb]http://i.imgur.com/Nj84zY3.jpg[/thumb]
[thumb]http://i.imgur.com/ujRHzGP.jpg[/thumb]
[QUOTE=Frable;39843803]
- (Side note, i recall in SFM itself if you open up "fogui" you can do a "Far Z" override. Maybe that allows you to change the value of it without a complete recompile.Haven't tested if it works.)[/QUOTE]
It caps at 30000 which isn't enough and trying to put more via r_farz doesn't change anything.
[t]http://i.imgur.com/1RnO5PS.jpg[/t]
It makes making posters/some sorts of videos hard as you can't show the full map
If you can recompile it with a higher limit (or even with no limit at all) i would love it.
Also, something i noticed is that on all maps, the river shows checkers (those from the missing textures) if you look at it from far away. It looks like the brush under the river uses a tools/toolsskybox texture that fails to load and shows as pink/black checkers (if you look it from under the river, and checkers with the river's colors if you look from a normal camera position) even if you have it on your sfm folder. Does this happens to you too? It could be something with my files because i don't remember this happening before.
[QUOTE=Kyuownz;39845217](or even with no limit at all)[/QUOTE]This can and will crash the engine from simply rendering more [i]stuff[/i] than should be possible.
You can test this by cracking open the VMF, finding the fog_controller and setting the Far Z Clip Plane to -1, and recompiling.
thx for the map! :)
autumn map next?:)
[QUOTE=Kyuownz;39845217]
Also, something i noticed is that on all maps, the river shows checkers (those from the missing textures) if you look at it from far away. It looks like the brush under the river uses a tools/toolsskybox texture that fails to load and shows as pink/black checkers (if you look it from under the river, and checkers with the river's colors if you look from a normal camera position) even if you have it on your sfm folder. Does this happens to you too? It could be something with my files because i don't remember this happening before.[/QUOTE]
Here is another .bsp with the ZDistance set to 9000. Check if that is sufficient. Seems that the map at least still works normaly with that number. [URL="http://dl.dropbox.com/u/79020539/dota_winter_9000.7z"]map_9000[/URL]
[I](It would be ridiculous to go OVER 9000!!! No?! :P)[/I]
About the texture problem in water. I have noticed it when using specific angles looking at the rune spawn places, where the rays hit the water. That those appear purple in certain situations. Haven'r really figured out a workaround yet, tough.
What I did notice, is that in dota_water material "nodraw" is referenced as the $bottommaterial, and we don't have this file in /materials/. However, copying the materials/tools/toolsnodraw.vmt + .vtf files to /materials/ and renaming those to nodraw should had fixed it in my opinion, however it didn't. :(
So still looking for an answer atm.
Will try again later tomorrow.
Greetz
[QUOTE=Frable;39854616]Here is another .bsp with the ZDistance set to 9000. Check if that is sufficient. Seems that the map at least still works normaly with that number. [URL="http://dl.dropbox.com/u/79020539/dota_winter_9000.7z"]map_9000[/URL]
[I](It would be ridiculous to go OVER 9000!!! No?! :P)[/I][/QUOTE]
That's perfect, with this one i can see the other team's ancients from the middle lane and make stuff fade away with the fog better. Thank you!
Hello! First of all thanks for this map! :) Just one question if I open this map evrything fine but there are no particles (torch fire etc...). Is there any solution to load all of particles or I should put them in one by one?
[IMG]https://pp.vk.me/c617216/v617216592/1068f/zbIF7pJlILY.jpg[/IMG]
[IMG]https://pp.vk.me/c617216/v617216249/102be/lfOUEgRwOs0.jpg[/IMG]
Why my particles is not working? help please :v:
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