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Hi there - Small update - While I've pretty well moved on from Killing Floor 2 and this is very minor I do eventually plan to push out one final update to this map - Whether it will be relevant anymore by the time I get to it we'll see - Just very busy with life stuff.
There's not much to add to the map - Just tidying up a few leftover things and finishing up objective mode - Given I haven't played Killing Floor 2 since essentially the last time I posted (October 2021) I'm unsure what's changed and if I'll need to overhaul what was already left in last time I worked on the map.
Given the time I have I've decided to scale back what I originally planned for objective mode on this map. I'll try to make certain waves a bit more comprehensive but make everything a bit more themed towards TF2 rather than having basic waves but again we'll see what I have time for. I'm unsure when I'll get to it but I've pretty well moved on from Killing Floor 2. However I don't like leaving things unfinished so this was in my plans.
Thank you to everyone who gave this map a spin whether you've played Team Fortress 2 or not. Hopefully you've all had an amazing year so far.
Granted you have been the only one to express interest in the comments I had a couple talk to me about it in DM and it's something I'll look into - Still gauging when I can next year but I'll keep it in mind. Thanks for reaching out and I hope you have a lovely day.
Essentially for Objective mode I had planned to create a Halloween version of the map for the final wave - I may have time to finish it in a few months however I'd like to gauge interest if any at all. I get it's just a silly port of a TF2 map but I'm happy with the reception it's had.
(Post 1/2)
(Post 2/2)
@рокегмап (• _•) - Regarding the lightmaps and splattermaps I did every single one of them by hand. The crates you show in your picture specifically I need to re-do those as I wasn't satisfied with how they turned out. For the most part though I turned up the lightmap resolution on some props to hide this.
The process of lighting was for the most part tediously done as I had TF2 open on another monitor as I adjusted lighting in Unreal Editor alongside it to match as closely as possible. To ensure everything had a similar appearance I made sure the coordinates were on point for lights by checking what they were in hammer. If I managed to make it even look remotely like the original I'd say it was a mix of dumb luck and tedious effort.
The only thing Blender was used for was adjusting normals and vertex painting the terrain if I recall correctly.
I made TF2 map too.
I use Crafty get TF2 OBJ meshes and use Blender port the OBJ meshes into FBX.
But the shadowmap seems broken in the game.
Can you tell me how you keep the perfect shadowmap after porting them to FBX?
https://i.imgur.com/qIxgKJm.png