Source Filmmaker

Source Filmmaker

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sfm_tf2deserthouse
   
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Universe: Team Fortress
Map
Tags: SFM
File Size
Posted
68.709 MB
8 Jun, 2023 @ 11:35pm
1 Change Note ( view )

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sfm_tf2deserthouse

In 1 collection by Jurttu
TIF Movie Resources for Source Filmmaker
11 items
Description
Garry's Mod Version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2988339310

This map was made for A Pair of Moronic Mercenaries 3, and features the BLU team's house in the desert. Many of the features weren't shown in the video, so take a look below and the screenshots above:

IMPORTANT:
You WILL need to manually update your Source Filmmaker with "new" TF2 content for this map to work. Check this guide for instructions: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=234952643

Features:

-A medium-sized desert-themed map, with two buildings as the main points of interest:

*The main house, with a kitchen, living room and a bathroom in the ground floor and a large single space on the second floor. There's also a basement accessible from the outside.
*A large ramshackle hangar with openable roof and usable doors on each side.

-Most doors can be operated by touching them using in-game mode. See the screenshot to see how to operate the large metal doors at each end of the hangar.
-A very tall skybox, in case you also need to launch rockets to space.
-Upgraded cubemap resolution.
-Three versions of the map in one package: day, night and unlit version. The unlit version has had all lighting props removed.

Report any bugs in the comments!

Feel free to use this in your own videos and such, including monetized ones (does NOT apply to stuff hidden behind a paywall, as per Valve policy). However, I'd appreciate it if you mentioned the map name in the credits and/or provided a link to this page.

Includes:
sfm_tf2deserthouse_day.bsp
sfm_tf2deserthouse_night.bsp
sfm_tf2deserthouse_unlit.bsp
15 Comments
Curse 6 Aug @ 6:37pm 
ok that makes alot of sense thankyou so much
Jurttu  [author] 6 Aug @ 12:14am 
It's actually fairly simple; I use this as a guide for doing it: https://developer.valvesoftware.com/wiki/3D_Skybox#Construction_of_3D_skyboxes

The only things I'd like to add are that:

1) You should make sure that the edges of the actual map (ground or walls) are aligned perfectly to the grid at scale of at least 16 units . If memory serves, I used scale of 32 for this map, which allows things 3D skybox to be snapped to scale 2 grid.

2) If you use displacements, make sure that the outwards edges are flat and are aligned to the aforementioned grid; in addition, make the displacements so that their dimensions are divisible with 16 (1024x1024, 512x512, etc) - this will make aligning them in the 3D skybox easier. In addition, do NOT use power 4 displacements.
Curse 5 Aug @ 5:06pm 
hey Jurttu i have a hammer question for you, im working on a map myself and wanted to ask how you got the main floor of the map and the skybox to be flushed perfectly with eachother if you can add me so we dont end up clogging up the chat i would appreciate it but if not thats fine i would just love to know how you did it

please and thankyou
AlexsTheCat(Spanko UwU) 20 Apr @ 7:06am 
i mean like doing animations and stuff
Jurttu  [author] 20 Apr @ 7:04am 
I don't allow reuploads of my content, sorry.
AlexsTheCat(Spanko UwU) 20 Apr @ 6:53am 
what if we do it for our selfs ?
Jurttu  [author] 20 Apr @ 6:38am 
I'm currently not planning on making alternate versions of these maps.
UML5 20 Apr @ 6:19am 
Can you make a version that DOESN'T require a manual update?
GhastThe75 12 Aug, 2023 @ 6:15am 
Not bad
Jurttu  [author] 11 Jun, 2023 @ 11:43pm 
Can't say it was - I don't think the show has ever aired where I live. The main house was mildly inspired by Pleasant Valley Farmhouse from The Long Dark, while the hangar is a product of my own imagination.