Open snake-biscuits opened 2 years 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
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
maps/r2/mp_base.map
should be really easy
be sure to write up a guide to go along with it
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
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.
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
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
Each map should have documentation explaining what files are linked (scripts etc.) & how it works
TASKS:
TitanfallOnline/maps/
:mp_base.map
basic Titanfall Online multiplayer map requiredinfo_dropship_start
round start spawnsinfo_player_start
pilot spawns w/ classic MP disabledinfo_titan_start
for titan modes & titan resupplytheme_swamp.map
based onmp_swampland
& ???TItanfall2/maps/
:mp_base.map
basic Titanfall2 multiplayer map required:info_dropship_start
round start spawnsinfo_player_start
pilot spawns w/ classic MP disabledinfo_titan_start
for titan modes & titan resupplymp_pickups.map
weapon pickups demo (ideally use.rson
to use built in scripts)mp_assembly_line.map
moving platforms & elevators, like Into the Abyss map 2mp_gamemode_*.map
prefabs for all the logic needed for each mode will also require.nm
(Recast NavMesh) &.ain
(Source Engine AI Node Graph) for eachmp_gamemode_aitdm.map
Attritionmp_gamemode_fd.map
Frontier Defensemp_gamemode_ffa.map
Free For Allmp_gamemode_lf.map
Live Firesp_base.map
base essentials for a single-player maptrigger_level_transition
to end the levelApexLegends/maps/
mp_rr_base.map
basic BR mapmp_rr_train.map
World's Edge train example & breakdown