MRVN-Radiant / MRVN-Resource-Pack

Dev textures & entity models for making maps with MVRN-radiant
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Need some sample maps #1

Open snake-biscuits opened 2 years ago

snake-biscuits commented 2 years ago

TF2Maps' A Boojum Snark's Ultimate Mapping Pack contains some great example maps, laying out entities, models & gamemode logic prefabs

It'd be perfect if we could get something like this for MRVN-Radiant TF2Maps.net also hosts a number of themed texture packs extending what's available in TF2 Not suggesting we do the same here, but sample maps presenting the textures & models used in each map would be neat

NOTE: GitHub isn't a file hosting service, we should only upload the essentials

TODO: break tasks down into sub-issues

Each map should have documentation explaining what files are linked (scripts etc.) & how it works

TASKS:

snake-biscuits commented 1 year ago

MRVN-entities has now reached the point where we can experiment with entity definitions & start exploring how each entity functions

We should be able to build small maps / sections of an entity zoo to explore how each entity functions

VIS falls apart when map geo gets complex / large, but load of entities should be fine so long as we respect edict limits

snake-biscuits commented 1 year ago

r1o theme zoos could prove difficult, as currently textures do not get loaded / cached for some unknown reason r2 zoos might require figuring out how to cache a map's specific rpak, idk how that works maybe Northstar mods can tell the filesystem to cache internal rpaks? iirc Icepick mounts everything

Filesystem is pain and could probably be documented better, we best talk to Northstar and TFO:Revive people about fs docs

snake-biscuits commented 1 year ago

maps/r2/mp_base.map should be really easy be sure to write up a guide to go along with it

snake-biscuits commented 1 year ago

For an example of scope per-example map, here's all 61 sdk_ sample map names from the Source SDK:

$ tree -P "sdk_*.vmf" --prune
.
├── cstrike
│   └── mapsrc
│       ├── sdk_3d_skybox.vmf
│       ├── sdk_de_cbble.vmf
│       ├── sdk_lightmaps.vmf
│       └── sdk_water.vmf
├── dod
│   └── mapsrc
│       ├── sdk_dod_flash.vmf
│       └── sdk_example_hdr.vmf
├── hl2
│   └── mapsrc
│       ├── sdk_3d_skybox.vmf
│       ├── sdk_background.vmf
│       ├── sdk_cables.vmf
│       ├── sdk_cubemaps.vmf
│       ├── sdk_d1_town_03.vmf
│       ├── sdk_d1_trainstation_01.vmf
│       ├── sdk_d1_trainstation_02.vmf
│       ├── sdk_d1_trainstation_03.vmf
│       ├── sdk_d1_trainstation_04.vmf
│       ├── sdk_d1_trainstation_05.vmf
│       ├── sdk_d2_coast_12.vmf
│       ├── sdk_d3_c17_13.vmf
│       ├── sdk_d3_citadel_01.vmf
│       ├── sdk_faceposer.vmf
│       ├── sdk_func_detail.vmf
│       ├── sdk_hints.vmf
│       ├── sdk_lightmaps.vmf
│       ├── sdk_materials.vmf
│       ├── sdk_occluders.vmf
│       ├── sdk_phys_ballsocket.vmf
│       ├── sdk_phys_constraint.vmf
│       ├── sdk_phys_convert.vmf
│       ├── sdk_phys_explosion.vmf
│       ├── sdk_phys_hinge.vmf
│       ├── sdk_phys_impact.vmf
│       ├── sdk_phys_keepupright.vmf
│       ├── sdk_phys_lengthconstraint.vmf
│       ├── sdk_phys_magnet.vmf
│       ├── sdk_phys_motor.vmf
│       ├── sdk_phys_pulleyconstraint.vmf
│       ├── sdk_phys_ragdollconstraint.vmf
│       ├── sdk_phys_ragdollmagnet.vmf
│       ├── sdk_phys_slideconstraint.vmf
│       ├── sdk_phys_spring.vmf
│       ├── sdk_phys_thruster.vmf
│       ├── sdk_phys_torque.vmf
│       ├── sdk_prop_types.vmf
│       ├── sdk_shader_samples.vmf
│       ├── sdk_vehicles.vmf
│       └── sdk_water.vmf
├── hl2mp
│   └── mapsrc
│       └── sdk_dm_lockdown.vmf
├── sdk
│   └── maps
│       ├── sdk_teams_hdr.vmf
│       └── sdk_vehicles.vmf
└── tf
    └── mapsrc
        ├── sdk_arena_lumberyard.vmf
        ├── sdk_arena_ravine.vmf
        ├── sdk_cp_badlands.vmf
        ├── sdk_cp_dustbowl.vmf
        ├── sdk_cp_granary.vmf
        ├── sdk_cp_gravelpit.vmf
        ├── sdk_ctf_2fort.vmf
        ├── sdk_pl_badwater.vmf
        ├── sdk_pl_goldrush.vmf
        ├── sdk_tc_hydro.vmf
        ├── sdk_tr_dustbowl.vmf
        └── sdk_tr_target.vmf

12 directories, 61 files

zoo_ziplines.map should make a decent equivalent sdk versions of official maps (decompiles) shouldn't be distributed imo, but select samples from official maps would be very useful more effort, less distributing copyrighted material without permission

F1F7Y commented 1 year ago

While we dont want to ship the entirety of mp_common I think we could ship world/dev/dev_gray_512 to make these maps look better.

Obviously we'll want to ship our own base assets with the modding clients down the line.

snake-biscuits commented 1 year ago

we could ship world/dev/dev_gray_512 to make these maps look better.

Good idea imo, using rpak textures so we can play with lighting would be great in general

I might have it set up in MRVN already, I’ll have to check

But as was mentioned in discord, I’m having a skill issue with textures atm