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TF2 - Building and Spawning a Custom Object


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Scuzzy
Senior Member
Join Date: Oct 2007
Old 08-24-2008 , 00:24   TF2 - Building and Spawning a Custom Object
Reply With Quote #1

I want to build a custom object (a sign post) that I'll be able to autospawn into maps using SourceMod when the maps load. Basically a "Welcome to the Server" type of thing for our clan. Does anyone know of a tutorial/etc to create objects like that? Or would I be better of creating a spray and somehow just pasting that on the wall automatically somehow?

Scuzzy
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franzcis066
Member
Join Date: Nov 2007
Old 08-24-2008 , 01:48   Re: TF2 - Building and Spawning a Custom Object
Reply With Quote #2

Sourcemod got this Map Decals. I think this is the one you are looking for.
http://forums.alliedmods.net/showthread.php?p=607043
I forgot the other one though. It prints laser beams in the air and it can make letters out of it.
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Scuzzy
Senior Member
Join Date: Oct 2007
Old 09-01-2008 , 12:15   Re: TF2 - Building and Spawning a Custom Object
Reply With Quote #3

This worked very well, I'm able to create the VTF and VTM and get them to load and remain in the game.

One thing concerns me. In order to make something really readable (text) it has to be quite large. Is there anyway to make the vtms as crisp as a regular player spray? I've seen objects that are quite detailed (like the companion cube) and they aren't big.

Scuzzy
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 09-02-2008 , 10:28   Re: TF2 - Building and Spawning a Custom Object
Reply With Quote #4

Make the vtf have a higher resolution. If you want the pic to remain the same size, you can adjust the $scale property in the vmt.
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Lord Max
Senior Member
Join Date: Aug 2008
Location: 127.0.0.1
Old 09-02-2008 , 14:18   Re: TF2 - Building and Spawning a Custom Object
Reply With Quote #5

This is exactly what I was looking for, thanks guys.

Just one question: Does the client have to redownload the map with the object, or does the client only have to download the object - if so does this take a great deal of time?

Thanks again,

Lord Max
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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 09-02-2008 , 15:04   Re: TF2 - Building and Spawning a Custom Object
Reply With Quote #6

If you make a change to a material (vmt/vtf) file you'll have to use a different name. The client won't download a file it already has.

If you use a model, you'll also have to recompile the model to use the new material name. And remember to use a new file name or path for the model also.

Typically, you'll use something like lordmax1 for the directory name and if you recompile the model put the models and materials in lordmax2, lordmax3, etc.
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