damn its really interesting to see tf2 map in cs2 but its sad that both games are not in best shape rn. just waiting to see bots banned to play tf2 and vscript/pulse added to cs2 for community maps to shine once again.
valve has been trying to hide community maps for a long time EDIT: i mean the community servers button, it's a lot harder to find now than it was in older CS games
Ah, this whole map porting journey is pretty nostalgic for me when I did this with Badwater into Unity. It's how I learned how to work with modern rendering features, many of which you went over with Source 2. I will tell you this, when it comes to Box projected cubemaps, even something like Overwatch will have visible seams on the floor where two of them meet. I was getting pretty OCD about it in my Badwater map port, but when I noticed that Overwatch technically had that same issue, and it's something I had never noticed it until I went out looking for it, I was put at ease. Do not fret, your average person will not notice these kinds of seams unless they are on a too reflective and smooth material, or they're someone like me who stared at the floor for hours finding these kinds of spots, which most people are for sure never going to do to that extent!
Yeah, it was actually bothering me a lot. Like, I was thinking to myself "Should I do this? Remove that one? Add one here?" etc. But you're right, I just gotta accept the limitations of cubemaps and be happy with the idea of "good enough" as opposed to "perfection."
I didn't see closely in the video - Could you allow them to overlap so that the boxes are bigger? That is, say a box of size 5 is used for the projection, but only influences triangles within a box of size 1.
And make original TF2 lost media in the process? No thanks. Remember, Counter Strike: Global Offensive was actively removed from both the store AND people's private libraries when Counter Strike 2 launched. CS:GO is now lost media.
As someone who has mapped with the Source engine for over 15 years off and on as a hobby, I just want to say I love your videos. Your style of documenting your learning process is a great tool for current and future mappers. Please keep at it! I learned more from the first 15 minutes of this video alone about certain topics (e.g. animated textures and detail textures) than I have reading Valve documentation, watching hundreds of tutorials, and asking for help on various mapping Discords. Much thanks!
This has been an excellent weekend for me, nearly all of my favorite content creators have posted fantastic videos, especially elated due to a long week of 9-5 internship. Thank you for being one of them.
@@Wolvenworks You mean Eric Smith, right? He's the only guy at Valve still working on the game outside of Joshie, the lone outside contractor. But otherwise yeah, I agree.
So for a reference, Source 1 does have its own reflection ( gloss/smooth/rough ) map, which is the phong exponent, which is how Source 1 understands matte and smooth materials, with the phong mask telling the strength of the reflection highlight. Now TF2 doesn't use this much as far as I know, while Half Life 2 very much does.
TF2 uses phong shading extensively. I wrote a guide which lamented the fact that phong-shaded models can't receive shadows from their environment in any way, shape or form, and that included a (very long) list of all the phong-shaded models in TF2. Additionally, mat_phong 1 is the default.
@@Tiftid Does it use the maps to do so however or just a value? Based on what I saw, some environment models at least lacked the additional map data and just used a value.
Any notes you made about your workflow/toolchains for doing this (as well as the video) would be a great starting point for devs (community and/or Valve) to streamline/automate some of the painful manual parts of the porting process.
Dude... I know nothing about mapping or coding, but honestly your videos are awesome and really helps me understanding mapping and sharpen my eye whenever I play a game of TF2. The amount of efforts & time you put into your videos and mapping, are just crazy ! You truly are an example, you are the definition of determination and passion.
@@LEDs I'm just being honest, I know nothing about computers / dev work / mapping etc, I've been playing TF2 for over a decade now and thanks to you I understand a lot more the physics behind props and maps and I bet I'm not the only one who feels this way, plus you work extremely hard until you find bugs then proceed to even fix them, you deserve recognition. Valve should hire you as an official mapper, or at least give you a special item (like a "Geniune Mapper Medal" like they do for comp players (the tournament medals in Geniune quality), or even that unique hat they gave to only 2 guys in the entire world, for finding major bugs and helpng to fix them, I don't remember that hat's name)
7:23 Anti-glare CRTs are a thing. Some CRTs are given a special coating in the real world which makes them a lot less glossy, significantly reducing glare and making them easier to do work on in a wide range of lighting conditions. They were often used in industrial and military applications. 22:21 Some Source 1 mods have actually implemented this themselves.
I've always found it fascinating how much lighting can carry a scene or photo. It's insane how modern the port looks despite using the same props and base textures as the original from 2009.
I never make a map myself, but I always love seeing map makers going through their lovingly made maps and its progress. Keep doing the great work, we appreciate it. (Even though I can only comprehend half of what you guys are going through lol)
The map is gorgeous! But I think it's too warm in a number of parts. The fluorescent bulbs used in S1 are colder than real bulbs, but setting the bulbs to a colder temperature would get them closer to the original. And in the rooms with natural light casting that blue-ish hue, I think it makes sense to just turn the fluorescent bulbs all the way off and let that blue light take over the scene
25:58 why not make something like a bucket, make the object hold a number that can go up to 60, every second that the trigger is on add a number into the bucket, if the trigger is not on decrease the the number in the bucket per second
You might be onto something. Perhaps a math_counter could be used as the "bucket" that empties through a logic_timer that is only active when players are not touching the capture trigger. While capturing, a different logic_timer turns on that adds to the bucket.
It's crazy what better lighting and texture maps can do to improve the visuals of an old game. The changes seem so subtle yet make the map feel so much more high quality!
12:05 creating transparency maps from alpha transparency: you can do Layer > Layer Mask > From Transparency to do it in one click :') (or even assign it a keyboard shortcut in Edit > Keyboard Shortcuts...)
This is a really cool video man not just because you port the map to S2 but because you show and explain how you do this stuff. I was going insane trying figure out how to do certain things from source 2 Unreal engine but this video came in clutch
100% serious when I say that watching this video stressed me out, I can't imagine the amount of work here. I recently just got done with a big source project I've been working on & it drove me crazy as someone who's already quite experienced with the engine. Bravo, LED
Just reading all those assets dedicated towards every nook and cranny of these maps goes to show how much Valve cared for TF2. Is it just me, or does anyone else feel that way? From the self-illuminated Spytech machines to chicken wire fences; they knew what they were doing.
As someone whos learning s2, your souce2 videos have been some of the most helpful resources to use. Thank you for showing how stuff works and how to apply things ❤
As an old Source Engine modder - absolutely insane effort and I love to see so many tools still developed by the community. The modding community relies so much on these - this brought back some great Source modding memories for me, so thank you!
I adore the post processing feature in Source 2! I wish people would use it to make more contrasting visuals in their workshop maps, because most of them (like Mills) have a fairly gray-ish washed color palette that I feel could be prettied-up. Of course, I also want to find someone ballsy enough to make an experimental black and white or an ultra saturated bloom-hell map, because that would be sick and baller as hell.
AGREED! I think certain parts of Mills look quite nice, but others (CT-spawn) appear very washed out. Fun fact: I actually mentioned post-processing to the mapper of Pool Day prior to release, and he added it in last minute in time for the update!
The thing about getting a Source 2 port of TF2 is that Valve wouldn't want to do a port, they'd want to do TF3. Most likely, it'd have new gameplay - at the very least it'd have new, thematically different versions of the mercenaries designed to work well with Source 2's new rendering features. One map theme I've always thought would work well in Source 2 would be a rice farm. Complex, wavy foliage; multiple layers of water; lots of shiny round machinery.
s&box just became more public, you can get a key fairly easily now if your a developer. I would definitely check it out, its pretty neat! I reckon its the best bet for a source 2 port of tf2 right now.
TF2 Classic also supports parallax-corrected cubemaps, and is adding a PBR shader in the next version, so I wonder how much of this work would transfer well there.
@@LEDs PBR materials are directly transferable, there's a tool to create PBR materials for Source 1 (in supported games) with a roughness map, metallic map, diffuse map, and optionally an AO map. It generates the MRAO texture automatically. You can also supply an $emissiontexture which enables self-shadowing, and it supports parallax mapping. It's for both brushes and models. All of the existing work just needs to be converted. Parallax-corrected cubemaps work the same as in Source 2, but porting might be more annoying. You'd need to somehow copy the cubemap bounds as a brush volume, and then attach it to a named parallax_obb entity, which can be referred to by an env_cubemap. At that point, it might just be easier to recreate it in the rough positions of the original. I imagine that we'd be willing to update some existing prop materials if they look massively better than the stock Source 1 shaders, but it's hard to say without trying it.
for the part where cubemaps are next to eachother and dont line up, iirc theres a room in dust2 that is pretty well known for being reflective and having multiple cubemaps due to room layout. or atleast it used to have that? idk, i dont know much about cs2 or source mapping aside from what ive seen in 3kliksphilip videos lol but if that room is still done with multiple cubemaps maybe you can look at how that is achieved for inspiration to how to fix or reduce your cubemap issue (not that its a big deal anyway, and i think just making it less reflective would do the trick too, but ya know)
One possibility that I mentioned in this video is blending the edges with edge fade distance. I did try it in the example I showed, but I didn't like how the reflections were stopping at seemingly random points in the floor. I went with having one cubemap cover an entire plane than a bunch of them blended together. Still, I blended the edges together practically everywhere so that reflections don't suddenly change when moving from one cubemap to another.
@@LEDs This is way less painful than making an SFM animation. I feel bad for you. I wish someone came and just made every source tool way easier to use than VALVe's stubbornness to make everything way harder than it needs to be.
Hey, I just realized, some of the map logic UI here looks similar to Blockland's eventing UI. I used to do all sorts of stuff with Blockland events, I wonder if I'd feel right at home using Hammer 5.
Is there parallax mapping support in Source 2? For a flat wall parallax map should look A LOT better than normal map: normal map is more like for creating illusion of fine details, not making completely flat surface look less flat... (though it should still be possible to accomplish that to a degree... if you have moving lights or something...)
There is only a 3-layer parallax shader. No parallax occlusion mapping. I suppose that’s because it’d be too computationally expensive? Check out my CS2 video “CS2’s Windows,” where I talk more about the parallax support
In the case of imported VMFs, they're literally stored as an alpha channel in the channels tab, rather than as layer transparency, so the correct thing is to pull them from there.
tf2 maps definitely can be ported over to source 2 while maintaining the original look and feel, this video proves that. the ported map still looks like tf2 but just better
Yeee, Lit just means it's being Lit by the lights, in Game Engines having an Unlit material means it isn't affected by lights and is just 100% Fullbright Colour
Could you try AI upscaling all the textures? I feel like the map only needs the textures to be at a higher res to be perfect and look next gen. TF2 textures are extremely well made, but they're almost 20 year old AI upscaling sometimes looks "fake" and cartoony when working on real pictures, especially on human faces, but on simple cell-shading textures like the ones in TF2 I think it would actually work really really really well I know that photoshop natively supports upscaling but there are probably more efficient tools out there
There are, but I'm not sure how easy it'd be. Since TF2's textures have a lot of brushstrokes, the AI would need to understand and retain that. You'd also need them to remain seamless (and fix the ones that aren't).
I feel like Valve is probably already porting TF2 to Source 2, and that's why the project got a DMCA. Wouldn't be surprised if you get a job offer if you keep doing this lmao
For the storage of capture progression, could math_counters be used? 2 counters and two capture triggers, one for each team's capture progression per cap point. Setting their max value to the time in seconds it would take to fully cap a point, then for every second someone is on the cap point, add one to the value *(or maybe add 0.25 every quarter second or 0.1 every tenth to make it a smoother increment)*. If the opposing team enters instead, start subtracting to remove the progress from one, then when it reaches zero, enable the opposing cap trigger and adding to the other counter. Maybe a 3rd counter for "teams present" if both teams are on a point to then halt cap progress on both sides, disabling the capture triggers if the separate "teams present" counter hits 2. I'm unsure if CS2 can have animations as hud elements overlayed but there might be something there to add the progress bars at the bottom, connecting the counter to the animation frame that matches the progress speed. The logic might get messy with overlapping triggers but I think it could work
Junctions layout would probably work better for Defuse in CS than a TF2 map
I've thought about that
I always thought this. Junctions always felt cramped for a TF2 map
a version of this on the workshop with bombsites enabled would be sick for community servers
Easy peasy, sandvich squeezy!
Same with 2Fort
damn its really interesting to see tf2 map in cs2 but its sad that both games are not in best shape rn. just waiting to see bots banned to play tf2 and vscript/pulse added to cs2 for community maps to shine once again.
valve has been trying to hide community maps for a long time
EDIT: i mean the community servers button, it's a lot harder to find now than it was in older CS games
@@TriflingToadYou mean community gamemodes? Cause plenty of community maps were/are added to cs. I mean Anubis is in the pool right now
@@h20gamez He is? Call a lifeguard, quick!
Valve moment
Cs2 is miles ahead of tf2. Play a new game.
What’s interesting, is that junction is probably one of the few Tf2 maps that would work as a bomb diffusal map
True
You just really wouldn't be able to do anything with point C - not many Counter-Strike maps have a third bomb site.
Ah, this whole map porting journey is pretty nostalgic for me when I did this with Badwater into Unity. It's how I learned how to work with modern rendering features, many of which you went over with Source 2.
I will tell you this, when it comes to Box projected cubemaps, even something like Overwatch will have visible seams on the floor where two of them meet. I was getting pretty OCD about it in my Badwater map port, but when I noticed that Overwatch technically had that same issue, and it's something I had never noticed it until I went out looking for it, I was put at ease. Do not fret, your average person will not notice these kinds of seams unless they are on a too reflective and smooth material, or they're someone like me who stared at the floor for hours finding these kinds of spots, which most people are for sure never going to do to that extent!
Yeah, it was actually bothering me a lot. Like, I was thinking to myself "Should I do this? Remove that one? Add one here?" etc.
But you're right, I just gotta accept the limitations of cubemaps and be happy with the idea of "good enough" as opposed to "perfection."
I didn't see closely in the video - Could you allow them to overlap so that the boxes are bigger?
That is, say a box of size 5 is used for the projection, but only influences triangles within a box of size 1.
Valve, please port.
And make original TF2 lost media in the process? No thanks. Remember, Counter Strike: Global Offensive was actively removed from both the store AND people's private libraries when Counter Strike 2 launched. CS:GO is now lost media.
@@HOTD108_you won’t be very happy with tf3…
@@HOTD108_ , please choose csgo_legacy in beta versions and connect to community servers
Knowing them... lawsuit on the poor guy
@@HOTD108_You can still download it...
As someone who has mapped with the Source engine for over 15 years off and on as a hobby, I just want to say I love your videos. Your style of documenting your learning process is a great tool for current and future mappers.
Please keep at it! I learned more from the first 15 minutes of this video alone about certain topics (e.g. animated textures and detail textures) than I have reading Valve documentation, watching hundreds of tutorials, and asking for help on various mapping Discords. Much thanks!
Thank you for the comment ❤️
0:59 bro touched the grass from Half life 2
This has been an excellent weekend for me, nearly all of my favorite content creators have posted fantastic videos, especially elated due to a long week of 9-5 internship. Thank you for being one of them.
Is it just me, or is the tf2 community improving like practically everything tf2 related?
A lot faster than Valve, at least. There’s only so much Robin can do solo.
@@Wolvenworks You mean Eric Smith, right? He's the only guy at Valve still working on the game outside of Joshie, the lone outside contractor. But otherwise yeah, I agree.
@@Stump85 wait so Robin’s not even working on TF2 anymore? What’s he up to now then?
@@Wolvenworks Robin is a head. Not a full-time dev.
@@Wolvenworks he worked on Half Life Alyx, maybe he's working on Deadlocks or another VR title
So for a reference, Source 1 does have its own reflection ( gloss/smooth/rough ) map, which is the phong exponent, which is how Source 1 understands matte and smooth materials, with the phong mask telling the strength of the reflection highlight.
Now TF2 doesn't use this much as far as I know, while Half Life 2 very much does.
mat_phong 0 is the default configuration iirc
@GHProductionss default is mat_phong 1, any dx level lower than 9 cant support phong shading though
Thanks for letting me know, I’ll have to look into this
TF2 uses phong shading extensively.
I wrote a guide which lamented the fact that phong-shaded models can't receive shadows from their environment in any way, shape or form, and that included a (very long) list of all the phong-shaded models in TF2.
Additionally, mat_phong 1 is the default.
@@Tiftid Does it use the maps to do so however or just a value?
Based on what I saw, some environment models at least lacked the additional map data and just used a value.
Valve will literally build an actual port before they port TF2 to S2.
At least the _Borealis_ will finally have a place to dock.
LED NEVER MISSES HE ALWAYS COOKS
Any notes you made about your workflow/toolchains for doing this (as well as the video) would be a great starting point for devs (community and/or Valve) to streamline/automate some of the painful manual parts of the porting process.
This is really Cool!! This has honestly got me wondering what a level like Mercy Hospital, or Dead Center would look like in Source 2 now lol
Dude... I know nothing about mapping or coding, but honestly your videos are awesome and really helps me understanding mapping and sharpen my eye whenever I play a game of TF2.
The amount of efforts & time you put into your videos and mapping, are just crazy !
You truly are an example, you are the definition of determination and passion.
One of the best comments I've read, thank you so much ❤️
@@LEDs I'm just being honest, I know nothing about computers / dev work / mapping etc, I've been playing TF2 for over a decade now and thanks to you I understand a lot more the physics behind props and maps and I bet I'm not the only one who feels this way, plus you work extremely hard until you find bugs then proceed to even fix them, you deserve recognition.
Valve should hire you as an official mapper, or at least give you a special item (like a "Geniune Mapper Medal" like they do for comp players (the tournament medals in Geniune quality), or even that unique hat they gave to only 2 guys in the entire world, for finding major bugs and helpng to fix them, I don't remember that hat's name)
1:37 LED is in an open relationship i cant believe it
real
what?
polyam gang
Good one
2:37
Small detail:
Demoman actually has SWAT cosmetics, and after transition he becomes Counter-Terrorist, neat
7:23 Anti-glare CRTs are a thing. Some CRTs are given a special coating in the real world which makes them a lot less glossy, significantly reducing glare and making them easier to do work on in a wide range of lighting conditions. They were often used in industrial and military applications.
22:21 Some Source 1 mods have actually implemented this themselves.
I love that you ported junction, that map's a masterpiece (aesthetically, and only aesthetically, ykwim)
2:31 Is that the Caravan Palace robot?
Didn't think I'd see a caravanp reference in this comment section LOL
bro you're a genius
I've always found it fascinating how much lighting can carry a scene or photo. It's insane how modern the port looks despite using the same props and base textures as the original from 2009.
Lighting is huge!
its funny how this is structured like a how-to video so we can all port our own version of junction
TF2 needs to come to Source 2, Valve is sleeping on oil.
PBR is such a PITA but damn it look good when it's done.
It's always cool seeing people port TF2 to Source 2, I've been doing so on and off for a few years in s&box and CS2, Amazing work LED!
10:28 "There are still a few more things I need to wrap up,"
Alright buddy, I see what you did there.
Insane amount of work here. Great job, you can do a lot with these skills!
Thank you!!!
Brah It is difficult to imagine a better resume
26:40 TIL the game distinguishes between "capture point" and "control point"...
It feels like a flashbang dude, map became very shiny. Never expected that but hey, good job!
34:51 the contrast in the lighting in the locker room is just cream
34:55
Valve : Nah I’m lazy
I never make a map myself, but I always love seeing map makers going through their lovingly made maps and its progress.
Keep doing the great work, we appreciate it. (Even though I can only comprehend half of what you guys are going through lol)
The map is gorgeous! But I think it's too warm in a number of parts. The fluorescent bulbs used in S1 are colder than real bulbs, but setting the bulbs to a colder temperature would get them closer to the original. And in the rooms with natural light casting that blue-ish hue, I think it makes sense to just turn the fluorescent bulbs all the way off and let that blue light take over the scene
25:58 why not make something like a bucket, make the object hold a number that can go up to 60, every second that the trigger is on add a number into the bucket, if the trigger is not on decrease the the number in the bucket per second
You might be onto something. Perhaps a math_counter could be used as the "bucket" that empties through a logic_timer that is only active when players are not touching the capture trigger. While capturing, a different logic_timer turns on that adds to the bucket.
It's crazy what better lighting and texture maps can do to improve the visuals of an old game. The changes seem so subtle yet make the map feel so much more high quality!
if we had devs that work's like this dude, with pleasure and enjoyment...
Something that's greatly needed in game/map dev
12:05 creating transparency maps from alpha transparency: you can do Layer > Layer Mask > From Transparency to do it in one click :') (or even assign it a keyboard shortcut in Edit > Keyboard Shortcuts...)
You can also record an action (Window > Actions) for repetitive stuff. and assign it a keyboard shortcut
Thanks for the tip 👍
This is a really cool video man not just because you port the map to S2 but because you show and explain how you do this stuff. I was going insane trying figure out how to do certain things from source 2 Unreal engine but this video came in clutch
Glad I can help!
100% serious when I say that watching this video stressed me out, I can't imagine the amount of work here. I recently just got done with a big source project I've been working on & it drove me crazy as someone who's already quite experienced with the engine. Bravo, LED
Thank you 😊
this is amazing! excellent work
Valve, hire this man! (Srsly, you should consider applying to work with them!)
Just reading all those assets dedicated towards every nook and cranny of these maps goes to show how much Valve cared for TF2. Is it just me, or does anyone else feel that way?
From the self-illuminated Spytech machines to chicken wire fences; they knew what they were doing.
This is amazing, well worth the hours it took to produce. Thank you for showing us how beautiful and time consuming porting a TF2 map into Source is.
Man, thank you for going the effort not many people may say it but we do appriciate your work
Not many people do but I appreciate it when they do. Thank you 😊
@@LEDs you are welcome
This aesthetic would be amazing for tf2! Hopefully Valve sees this!
Hot damn that is so much work o_o you even created custom soundscapes, you madlad ! :D GG !!
As someone whos learning s2, your souce2 videos have been some of the most helpful resources to use. Thank you for showing how stuff works and how to apply things ❤
Glad I can teach/inspire aspiring Source mappers!
would be mad funny if Valve ported TF2 to source and just called it TF2:squared
"Job well done" - Engineer
man, this game really is timeless, especially in terms of visual fidelity and design. Also, that was one hefty and informative video!
Glad you enjoyed it!
I hope the TF2 - Source 2 project can continue under an original name while bringing the work forward.
Every time i see Junction in any way, shape or form. I feel pain
a source 2 port along with actual updates like they used to back in the day would definitely make the player base massive
Allot of players wouldnt be able to play the game
This is badass, good work!
💪
Hear me out, TF3 on S2 with a WESTERN THEME and new characters (that fit the same roles) complete reset.
Fun fact: pool day used to be the most popular pixel gun 3d map before its deletion.
It got deleted? When?
The teasers make so much sense now!
As an old Source Engine modder - absolutely insane effort and I love to see so many tools still developed by the community. The modding community relies so much on these - this brought back some great Source modding memories for me, so thank you!
Thank you as well!
I adore the post processing feature in Source 2! I wish people would use it to make more contrasting visuals in their workshop maps, because most of them (like Mills) have a fairly gray-ish washed color palette that I feel could be prettied-up. Of course, I also want to find someone ballsy enough to make an experimental black and white or an ultra saturated bloom-hell map, because that would be sick and baller as hell.
AGREED! I think certain parts of Mills look quite nice, but others (CT-spawn) appear very washed out. Fun fact: I actually mentioned post-processing to the mapper of Pool Day prior to release, and he added it in last minute in time for the update!
The thing about getting a Source 2 port of TF2 is that Valve wouldn't want to do a port, they'd want to do TF3.
Most likely, it'd have new gameplay - at the very least it'd have new, thematically different versions of the mercenaries designed to work well with Source 2's new rendering features.
One map theme I've always thought would work well in Source 2 would be a rice farm.
Complex, wavy foliage; multiple layers of water; lots of shiny round machinery.
I'd expect it to receive an overhaul similar to how CS maps changed after CS2 released.
MICHAELLL!!!! DONT LEAVE ME HERE!!! MICHAELLL!!!!!
Valve should just hire you already
If they decide to make TF2 S2, then yes, they should
@@LEDs they could pay you to fix all the stuff on the maps they can't be bothered to fix themselves
all of valve's problems would be solved it they just hired THIS MAN
It all looks nice but the best thing about Source 2 are
PCCs (Parallax Corrected Cubemaps)
The most precious thing i want in TF2
s&box just became more public, you can get a key fairly easily now if your a developer. I would definitely check it out, its pretty neat! I reckon its the best bet for a source 2 port of tf2 right now.
Yeesh, I remember the days when Hammer was "WorldCraft"
youtube recommendations really wanted me to watch this
TF2 Classic also supports parallax-corrected cubemaps, and is adding a PBR shader in the next version, so I wonder how much of this work would transfer well there.
I don’t see how that’d be possible
@@LEDs PBR materials are directly transferable, there's a tool to create PBR materials for Source 1 (in supported games) with a roughness map, metallic map, diffuse map, and optionally an AO map. It generates the MRAO texture automatically. You can also supply an $emissiontexture which enables self-shadowing, and it supports parallax mapping. It's for both brushes and models. All of the existing work just needs to be converted.
Parallax-corrected cubemaps work the same as in Source 2, but porting might be more annoying. You'd need to somehow copy the cubemap bounds as a brush volume, and then attach it to a named parallax_obb entity, which can be referred to by an env_cubemap. At that point, it might just be easier to recreate it in the rough positions of the original.
I imagine that we'd be willing to update some existing prop materials if they look massively better than the stock Source 1 shaders, but it's hard to say without trying it.
Out of all maps you pick fucking junction, lmaoing rn
A man can dream....
Thanks for giving us some outlook on what could've been.
Can we appreciate how well the original game looks all the years later?
In some parts, yeah. But in others there are crazy lighting artifacts. All of those are gone in the S2 version.
@@LEDs the source 2 version looks better in every way but the artstile definitely carries the visuals
Thank you. I think it's time to port TF2 to Source 2 again. Without the spaghetti code.
for the part where cubemaps are next to eachother and dont line up, iirc theres a room in dust2 that is pretty well known for being reflective and having multiple cubemaps due to room layout. or atleast it used to have that? idk, i dont know much about cs2 or source mapping aside from what ive seen in 3kliksphilip videos lol
but if that room is still done with multiple cubemaps maybe you can look at how that is achieved for inspiration to how to fix or reduce your cubemap issue (not that its a big deal anyway, and i think just making it less reflective would do the trick too, but ya know)
One possibility that I mentioned in this video is blending the edges with edge fade distance. I did try it in the example I showed, but I didn't like how the reflections were stopping at seemingly random points in the floor. I went with having one cubemap cover an entire plane than a bunch of them blended together. Still, I blended the edges together practically everywhere so that reflections don't suddenly change when moving from one cubemap to another.
I have never put this much effort into anything in my life, the map looks beautiful in source 2 though!
Valve: "That just sounds like treadmill work with extra steps!"
1:29 There's actually a VR-less mod, if you're still interested.
There's no reason to now
The porting jank is giving me some "behind the scenes of how it feels to play engineer" vibes
Oh god the pain you had to go through for this...
Worth it
@@LEDs This is way less painful than making an SFM animation. I feel bad for you. I wish someone came and just made every source tool way easier to use than VALVe's stubbornness to make everything way harder than it needs to be.
Hey, I just realized, some of the map logic UI here looks similar to Blockland's eventing UI. I used to do all sorts of stuff with Blockland events, I wonder if I'd feel right at home using Hammer 5.
This is really cool man. Great video!
Is there parallax mapping support in Source 2?
For a flat wall parallax map should look A LOT better than normal map: normal map is more like for creating illusion of fine details, not making completely flat surface look less flat... (though it should still be possible to accomplish that to a degree... if you have moving lights or something...)
There is only a 3-layer parallax shader. No parallax occlusion mapping. I suppose that’s because it’d be too computationally expensive? Check out my CS2 video “CS2’s Windows,” where I talk more about the parallax support
You should work with a mapper to make this map a playable Tf2 gamemode but in Cs2
Hell you could even make classes
come on valve, please port. We beg you!
Hey i'm glad my tool ssbumpToNormal was of use!
In photoshop you can extract the alpha channel by selecting " Layer / Layer Mask / From Transparency " from the top row.
In the case of imported VMFs, they're literally stored as an alpha channel in the channels tab, rather than as layer transparency, so the correct thing is to pull them from there.
tf2 maps definitely can be ported over to source 2 while maintaining the original look and feel, this video proves that. the ported map still looks like tf2 but just better
your work is amazing and is presented impeccably. thank you
Thank you!
30:41 "once all of the children were created,"
As Syndrome from The Incredibles said, "AND GOT BUSY!"
@@LEDs lol
Also converting vtf to PNG can occasionally omit the alpha channels as transparent
I just want to see Black Mesa ported to S2, and polished even further than it already was in the original source engine.
Yeee, Lit just means it's being Lit by the lights, in Game Engines having an Unlit material means it isn't affected by lights and is just 100% Fullbright Colour
yup
The map looks really great!
Could you try AI upscaling all the textures?
I feel like the map only needs the textures to be at a higher res to be perfect and look next gen. TF2 textures are extremely well made, but they're almost 20 year old
AI upscaling sometimes looks "fake" and cartoony when working on real pictures, especially on human faces, but on simple cell-shading textures like the ones in TF2 I think it would actually work really really really well
I know that photoshop natively supports upscaling but there are probably more efficient tools out there
There are, but I'm not sure how easy it'd be. Since TF2's textures have a lot of brushstrokes, the AI would need to understand and retain that. You'd also need them to remain seamless (and fix the ones that aren't).
I feel like Valve is probably already porting TF2 to Source 2, and that's why the project got a DMCA.
Wouldn't be surprised if you get a job offer if you keep doing this lmao
You'd think if they were that it'd be leaked or something (similar to Deadlock). But who knows
Love the map but it really doesnt seem like it would work as a normal CS map, I’d love to see you try to make it into a functional defusal map
For the storage of capture progression, could math_counters be used? 2 counters and two capture triggers, one for each team's capture progression per cap point. Setting their max value to the time in seconds it would take to fully cap a point, then for every second someone is on the cap point, add one to the value *(or maybe add 0.25 every quarter second or 0.1 every tenth to make it a smoother increment)*. If the opposing team enters instead, start subtracting to remove the progress from one, then when it reaches zero, enable the opposing cap trigger and adding to the other counter.
Maybe a 3rd counter for "teams present" if both teams are on a point to then halt cap progress on both sides, disabling the capture triggers if the separate "teams present" counter hits 2. I'm unsure if CS2 can have animations as hud elements overlayed but there might be something there to add the progress bars at the bottom, connecting the counter to the animation frame that matches the progress speed.
The logic might get messy with overlapping triggers but I think it could work
There are probably ways
Makes me wanna play junction for some reason
Wow, its more.. shiny. Time well spent :D
wait theres 5 versions of Hammer now?
And for mapping in Half-Life you use Hammer 3
Something like that
Not to mention Hammer was once called WorldCraft which also supported Quake 1 & 2.