New Source SDK Update Released, Makes Life Easier

DigiQ8

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Valve released a new update today for the Source SDK, this update includes the .vmf source files for many of the official TF2 maps. Here's the list below:[br]

  • arena_lumberyard
  • arena_ravine
  • cp_badlands
  • cp_dustbowl
  • cp_granary
  • cp_gravelpit
  • ctf_2fort
  • pl_badwater
  • pl_goldrush
  • tc_hydro

According to a new post in the TF blog, this will give an example on how Valve creates maps and will give you an easier entry point by allowing you to alter or edit an existing map by providing existing maps to work with so you don't have to start from scratch.



For the experienced map makers, we hope this gives you a variety of examples of how we design and construct levels, the tools we use to finish the aesthetic/thematic elements, and some specific implementation solutions to performance and networking problems. We also hope that it'll reduce the amount of confusion around the game logic and entity setup required for the various TF game modes.
Valve is also planning to get more TF content source out in the SDK, so look for more maps & model sources in the future. The full change list after the break. [br]

Hammer:
  • The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software.
  • Added additional auto visgroups for sprites and cubemaps
  • Separated the VRAD calls into two sequential while using HDR (-ldr and -hdr) instead of -both
  • Model browser is now created once per session
  • Displacement brush dial now has greater range
  • Added a stop button to sound previews

SDK Launcher:
  • Added the ability to edit game configurations with vconfig

Source Code:
  • Added a new template mod that replaces the old 'advanced' source . This template has options for teams,classes, sprinting, prone, stamina, etc.
  • Added shader source; fxc.exe, psa.exe and vsa.exe must be placed into the dx9sdkutilities folder and you must modify materialsystemstdshadersbuildsdkshaders.bat to set your paths.
  • Most tonemap controller options now work in multiplayer. The 'template mod' map 'sdk_teams_hdr' demonstrates this.
  • All three mod types by default mount the required appids - Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry 'AdditionalAppId' for this purpose.
  • Particle systems can now be defined with a per-map manifest, similar to soundscapes.
  • Fixed a number of issues which caused the server to not compile in linux

Multiplayer Source Code:
  • Players animate with the new animation system that came along with TF2.
  • Fixed third person animations and all effects
  • Fixed SLAM issues
  • Fixed Use of UTIL_GetLocalPlayer on the server in various locations
  • Fixed a number of other bugs / asserts

Singleplayer Source Code:
  • Fixed a number of issues preventing the source from functioning correctly
  • Added new vehicle "hl2buggy" so that users may have both the charger and the old buggy
 

Barnz

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Stick to old one. I never used the new one, it's a memory monster.
 

Pi Mu Rho

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Wow, I can't wait for all the shitty remakes of official maps now!
 

PJ

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includes the .vmf source files for many of the official TF2 maps.
How come I've seen 2fort_night before?
Is that a complete remake of the map?

oh well, Looks promising though. Hope it fixes THIS.
 

Lobster

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Most of the previous SDKs have come with example maps like these, HL2 had the full first chapter and some other choice maps, the L4D sdk has a couple of raw maps aswell, and the TF2 ones were available for quite a while unofficialy. Its still good to see them added officialy though.
 

alehm

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How come I've seen 2fort_night before?
Is that a complete remake of the map?

Note the wording
the .vmf source files for many of the official TF2 maps.
There were unofficial ways to unpack maps before... not that they were without errors. But there was a way.
 

Psycho

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This is probably a stupid question, but where can I find the .vmf source files? I can't find them anywhere in my Steam directory.

EDIT:
Apparently they were hidden in sourcesdk.gcf, strange, oh well, now I can fiddle around with them.
 

Kyorisu

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You may have to refresh the SDK content. There's a button for that when you open the SDK launcher thingy.
 

Psycho

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Oh right, totally forgot about that button, cheers.
 
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