Source Filmmaker

Source Filmmaker

SFM_SUBURBIA - A Team Fortress 2 Neighborhood
 This topic has been pinned, so it's probably important
Benjamoose  [developer] 18 Aug, 2014 @ 6:11pm
TODO/BUG FIX LIST
Known issues:
- The houses are intentionally not solid.
- The map need to have a logical connection for the road that leads into the tunnel (I may also move the tunnel/road).
- Various other shadow/lighting issues.

Todo:
- Make dog kennel/houses enterable and recompile models in Propper. - Fixed in B4
- Fix carpet and wall texture repeat scale in specific large houses. - Fixed in B4
- Fix the major house lighting bug. - (Possibly) Fixed in B4
- Possibly move the skybox road/tunnel and create a more fitting transition at the edge of the map. - Fixed in B6

Let me know if you come across any major issues in the comments below.
Last edited by Benjamoose; 20 Aug, 2014 @ 9:38pm
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Showing 1-15 of 18 comments
Mittens 15 Jan, 2015 @ 1:06pm 
What do I need for the fences? Cause they appear as black and white checkerboards :c
Benjamoose  [developer] 15 Jan, 2015 @ 3:31pm 
Howdy! If you're having problems with the fences, try the map and/or fix from the GameBanana version: http://sfm.gamebanana.com/maps/182470
Last edited by Benjamoose; 15 Jan, 2015 @ 3:32pm
Gazzitas 12 Feb, 2015 @ 4:11am 
I'd just like you to know, that it seems to be impossible to force fog onto the map (with the exception of the skybox). This is a bit of a big problem, because I'm working on a video that requires the map to be foggy in order to convey a certain atmosphere.

Not to mention, there's probably a bunch of guys who would like to create some kind of a Silent Hill video which takes place in your map.
PeculiarReality 18 Apr, 2015 @ 6:17am 
Originally posted by Mister Mad:
I'd just like you to know, that it seems to be impossible to force fog onto the map (with the exception of the skybox). This is a bit of a big problem, because I'm working on a video that requires the map to be foggy in order to convey a certain atmosphere.

Not to mention, there's probably a bunch of guys who would like to create some kind of a Silent Hill video which takes place in your map.
Seconded. Silent Hill videos would be epic here.
Dr. N Forcement 12 Mar, 2016 @ 4:02am 
The night version for me, the sky is checkerboards.
Benjamoose  [developer] 12 Mar, 2016 @ 8:07pm 
The skyboxes are all stock TF2 skyboxes as far as I recall. So that shouldn't be the case.
Kollum 25 May, 2016 @ 3:10pm 
I can't even get the map to load properly. I literally get a medium sized brick room with a single balcony facing inwards.
BlondeLombax 14 Jun, 2016 @ 11:40pm 
I don't want to sound too rude, but is there a reason why you decided that the houses weren't solid? It just kind of befuddles me.
Benjamoose  [developer] 16 Jun, 2016 @ 6:31am 
The reason is because Source/Hammer can only handle so many brushes (brushes are the objects that create the walls, floors, etc). Originally they were solid, but it wouldn't compile, and when it would, it would be extremely laggy/crashy.

The workaround was to convert the brushwork to simplified models via Propper.

It's not a huge hindrance given animation can fake collision, but either way it's unfortunately the only solution for such a detailed map.

What I plan to do at some point, is put some basic invisible clips in the ground areas of the houses to at least allow you to record yourself walking inside.
I really want to make an animation on this amazing map but the house lighting is god awful (I'm just being honest no hate intended) The houses look way too bright and the shading isn't all that good as well... Inside the houses just seem to bright... If there is a way to fix this I will be very greatful :)
Benjamoose  [developer] 21 Jul, 2016 @ 7:00am 
I totally agree with you. The odd lighting on some house areas is due to it being standard brush textures being used on brush converted Propper models.

Long story short being that because I had to convert the houses to mdl props, they are no longer as well lit as they would be as standard brush work.

Perhaps someday I'll see if I can revisit some of the elements in this map to work that out.
Saow 1 Apr, 2017 @ 12:44am 
Originally posted by Benjamoose:
Howdy! If you're having problems with the fences, try the map and/or fix from the GameBanana version: http://sfm.gamebanana.com/maps/182470
The fix link is broken.
Do i need to get certain textures to fix the fence problem?
Benjamoose  [developer] 1 Apr, 2017 @ 10:33am 
Originally posted by Saow:
Originally posted by Benjamoose:
Howdy! If you're having problems with the fences, try the map and/or fix from the GameBanana version: http://sfm.gamebanana.com/maps/182470
The fix link is broken.
Do i need to get certain textures to fix the fence problem?

Sorry about that. I moved the contents of that folder to a sub-folder a while back.

http://downloads.thedalokohsclub.com/zip/Suburbia_Fence_Fix_V2.zip

This link should work.
jerb! 22 Jan, 2018 @ 9:01am 
Originally posted by Benjamoose:
Known issues:
- The houses are intentionally not solid.
- The map need to have a logical connection for the road that leads into the tunnel (I may also move the tunnel/road).
- Various other shadow/lighting issues.

Todo:
- Make dog kennel/houses enterable and recompile models in Propper. - Fixed in B4
- Fix carpet and wall texture repeat scale in specific large houses. - Fixed in B4
- Fix the major house lighting bug. - (Possibly) Fixed in B4
- Possibly move the skybox road/tunnel and create a more fitting transition at the edge of the map. - Fixed in B6

Let me know if you come across any major issues in the comments below.
The house lighting is still a problem for me.
for me the fences are broken
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