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Resource PF Billboard Materials for Mappers

Discussion in Resources & Tutorials started by Brian, Mar 3, 2011

  1. Jun 4, 2006
    Posts
    5806810pfbill2

    billboard-pf-logo

    billboard-pf-zombie

    billboard-pf-logo-text

    tD8sz


    Thread might be updated with more materials for mappers in the future.
    Brian, Mar 3, 2011 Last edited by Brian, Dec 16, 2018
  2. Oct 10, 2010
    Posts
    o.O

    he send me this:

    [IMG]

    i used it already
  3. Jun 4, 2006
    Posts
    That's cause he's an impatient slut. :sad:
  4. Oct 10, 2010
    Posts
    anyway, its just fine also
    but if you want, i can change it
  5. Jun 4, 2006
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    nah it's alright, if you want to change it go for it, otherwise it's fine.
  6. Jan 5, 2007
    Posts
    I like the B-rate horror movie poster looking ones better to be honest. :whistling:
  7. Oct 8, 2009
    Posts
    nice billboards! :grin:
  8. Aug 13, 2010
    Posts
    Can we put more blood in it. We need more blood, and heads.. Oh yess heads.
  9. Mar 26, 2009
    Posts
    I personally dislike advertising in maps for several reasons. The biggest one is it detracts from the playing experience on the level. people come to play the game, not be force fed adverts. In the worst case scenario, it can be done improperly (worldspawn brushed based lettering) which causes severe performance impact in-game from the visleaf rape. It also highly limits the distribution of the map as a whole because other communities don't want another community being advertised on their server and detracting their user base. This either leads to each community releasing re-edits of the level (which you have at least a dozen different versions of the same map with different advertisements in it) or them simply refusing to run it on their servers.

    I think the worst case of advert spam I've seen in a map is zm_tx_highschool. The entire outside area of the level is covered in advertising and other image trash that inflates the BSP size and looks generally terrible.
  10. Apr 9, 2007
    Posts
    I completely agree. However, these are for maps that are meant to be internal and only used at PlagueFest. If other communities want to use them, by all means they can; we use maps that are exclusive to other communities all the time. If other communities want to brand their edits, they're free to do so. We (at least I do) choose to leave advertising in, this is there for respect of the other communities. There are quite a few rather simplistic ways to replace advertising of all shapes and sizes, however we do not for this reason.

    In this case, the performance impact shouldn't be too bad as it's one texture.
  11. Mar 26, 2009
    Posts
    Depends on how the mapper implements it. Since the image is provided as a raw JPG/PNG, the mapper has to convert it to a VTF themselves. If they make the poor choice to convert it as a raw uncompressed texture, it will probably be 4-6 MB, as compared to DXT1/DXT5 compression which will make it 200-500 kb.
  12. Apr 9, 2007
    Posts
    Hopefully I didn't fuck these texture files up.
  13. Mar 26, 2009
    Posts
    Code:
    "LightmappedGeneric"
    {
    "$basetexture" "Documents and Settings/Administrator/My Documents/Downloads/lighter"
    }
    
    You have a few problems here. First, nobody stores textures in My Documents. You need to make a material folder in the cstrike\materials directory (call it pfadvert or something) and put the materials in there. Then you'll have to modify the $basetexture to point to "materials\pfadvert\mytexturename". Second, the path can't have spaces in it, or you'll end up with problems with the texture not being found in certain situations. Third, the path isn't Linux friendly; If you changed Administrator to administrator, it would be considered a different folder in Linux since Linux is a case sensitive OS.
  14. Mar 16, 2008
    Posts
    While I would prefer not to have to advertise, most of the maps we run have advertisements in them for other servers and I would prefer to use the map create than edit them and chance more errors. I only wish to level the playingfield. I highly doubt that most people would visit a different community because of a graphic they see on a map but I still have other communities ground into my head so well that I can name them very easily not that i'm going to.
  15. Apr 9, 2007
    Posts
    Welp, that's what I get for using VTFEdit. The spaces shouldn't be an issue, or capitalization. However that save path (my save path) is just stupid.

    I've removed the archive.
  16. Mar 26, 2009
    Posts
    There's a VTF plugin for photoshop that's much better.
  17. Oct 10, 2010
    Posts
    this is what i used on beach map (btw, its 256 x 512 uncompressed)

    this is for shiny glass looking:

    (sometimes its bad after cubemaps are builded)

    Code:
    "LightmappedGeneric"
    {	
    "$basetexture" "moon/pf/billboardpf"
    "$surfaceprop" "concrete"
    "$translucent" 1
    "$envmap" "env_cubemap"
    "$envmaptint" "[.3 .3 .3]"
    "$nocull" "1"
    "%compilepassbullets" 0
    }
    
    and this when its to bright and reflect to much:

    Code:
    "LightmappedGeneric"
    {	
    "$basetexture" "moon/pf/billboardpf"
    "$surfaceprop" "concrete"
    }
    
    anyway, the material does no matter, since i use always
    func_brush what is not solid (yes, i learned - no more func_illu)

    this protects against bullet decals and overspray xD

    ***edit

    the first vmt is not a vis blocker,
    this means it makes a leak when its used on outside wall.
  18. Oct 10, 2010
    Posts
    i just re-add a working link here

    http://s1.bild.me/bilder/030611/5806810pfbill2.png
  19. Sep 25, 2010
    Posts
    More Banners!

    EDIT :>Took me a while but I made this one
    [IMG]

    For a direct link : Clicky!
    • Like Like x 2
    • Oct 10, 2010
      Posts
      wow, not bad

      nice work
    • PhantomBlack
      This message by PhantomBlack has been removed from public view. Deleted by PhantomBlack, May 23, 2012.
      May 23, 2012