Source Filmmaker

Source Filmmaker

SFM_SUBURBIA - A Team Fortress 2 Neighborhood
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Benjamoose  [udvikler] 18. aug. 2014 kl. 18:11
TODO/BUG FIX LIST
Known issues:
- The houses are intentionally not solid.
- The map need to have a logical connection for the road that leads into the tunnel (I may also move the tunnel/road).
- Various other shadow/lighting issues.

Todo:
- Make dog kennel/houses enterable and recompile models in Propper. - Fixed in B4
- Fix carpet and wall texture repeat scale in specific large houses. - Fixed in B4
- Fix the major house lighting bug. - (Possibly) Fixed in B4
- Possibly move the skybox road/tunnel and create a more fitting transition at the edge of the map. - Fixed in B6

Let me know if you come across any major issues in the comments below.
Sidst redigeret af Benjamoose; 20. aug. 2014 kl. 21:38
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evelessence 15. jan. 2015 kl. 13:06 
What do I need for the fences? Cause they appear as black and white checkerboards :c
Benjamoose  [udvikler] 15. jan. 2015 kl. 15:31 
Howdy! If you're having problems with the fences, try the map and/or fix from the GameBanana version: http://sfm.gamebanana.com/maps/182470
Sidst redigeret af Benjamoose; 15. jan. 2015 kl. 15:32
Gazzitas 12. feb. 2015 kl. 4:11 
I'd just like you to know, that it seems to be impossible to force fog onto the map (with the exception of the skybox). This is a bit of a big problem, because I'm working on a video that requires the map to be foggy in order to convey a certain atmosphere.

Not to mention, there's probably a bunch of guys who would like to create some kind of a Silent Hill video which takes place in your map.
PeculiarReality 18. apr. 2015 kl. 6:17 
Oprindeligt skrevet af Mister Mad:
I'd just like you to know, that it seems to be impossible to force fog onto the map (with the exception of the skybox). This is a bit of a big problem, because I'm working on a video that requires the map to be foggy in order to convey a certain atmosphere.

Not to mention, there's probably a bunch of guys who would like to create some kind of a Silent Hill video which takes place in your map.
Seconded. Silent Hill videos would be epic here.
Dr. N Forcement 12. mar. 2016 kl. 4:02 
The night version for me, the sky is checkerboards.
Benjamoose  [udvikler] 12. mar. 2016 kl. 20:07 
The skyboxes are all stock TF2 skyboxes as far as I recall. So that shouldn't be the case.
Kollum 25. maj 2016 kl. 15:10 
I can't even get the map to load properly. I literally get a medium sized brick room with a single balcony facing inwards.
BlondeLombax 14. juni 2016 kl. 23:40 
I don't want to sound too rude, but is there a reason why you decided that the houses weren't solid? It just kind of befuddles me.
Benjamoose  [udvikler] 16. juni 2016 kl. 6:31 
The reason is because Source/Hammer can only handle so many brushes (brushes are the objects that create the walls, floors, etc). Originally they were solid, but it wouldn't compile, and when it would, it would be extremely laggy/crashy.

The workaround was to convert the brushwork to simplified models via Propper.

It's not a huge hindrance given animation can fake collision, but either way it's unfortunately the only solution for such a detailed map.

What I plan to do at some point, is put some basic invisible clips in the ground areas of the houses to at least allow you to record yourself walking inside.
Jack of All Trades 19. juli 2016 kl. 14:57 
I really want to make an animation on this amazing map but the house lighting is god awful (I'm just being honest no hate intended) The houses look way too bright and the shading isn't all that good as well... Inside the houses just seem to bright... If there is a way to fix this I will be very greatful :)
Benjamoose  [udvikler] 21. juli 2016 kl. 7:00 
I totally agree with you. The odd lighting on some house areas is due to it being standard brush textures being used on brush converted Propper models.

Long story short being that because I had to convert the houses to mdl props, they are no longer as well lit as they would be as standard brush work.

Perhaps someday I'll see if I can revisit some of the elements in this map to work that out.
Saow 1. apr. 2017 kl. 0:44 
Oprindeligt skrevet af Benjamoose:
Howdy! If you're having problems with the fences, try the map and/or fix from the GameBanana version: http://sfm.gamebanana.com/maps/182470
The fix link is broken.
Do i need to get certain textures to fix the fence problem?
Benjamoose  [udvikler] 1. apr. 2017 kl. 10:33 
Oprindeligt skrevet af Saow:
Oprindeligt skrevet af Benjamoose:
Howdy! If you're having problems with the fences, try the map and/or fix from the GameBanana version: http://sfm.gamebanana.com/maps/182470
The fix link is broken.
Do i need to get certain textures to fix the fence problem?

Sorry about that. I moved the contents of that folder to a sub-folder a while back.

http://downloads.thedalokohsclub.com/zip/Suburbia_Fence_Fix_V2.zip

This link should work.
jerb! 22. jan. 2018 kl. 9:01 
Oprindeligt skrevet af Benjamoose:
Known issues:
- The houses are intentionally not solid.
- The map need to have a logical connection for the road that leads into the tunnel (I may also move the tunnel/road).
- Various other shadow/lighting issues.

Todo:
- Make dog kennel/houses enterable and recompile models in Propper. - Fixed in B4
- Fix carpet and wall texture repeat scale in specific large houses. - Fixed in B4
- Fix the major house lighting bug. - (Possibly) Fixed in B4
- Possibly move the skybox road/tunnel and create a more fitting transition at the edge of the map. - Fixed in B6

Let me know if you come across any major issues in the comments below.
The house lighting is still a problem for me.
for me the fences are broken
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