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Simplify map porting entity lump section
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content/docs/guide/map_submission/map_porting.md

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@@ -43,25 +43,11 @@ They can be either **point** entities, which have a single position in the map,
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Entities are composed of _key-value pairs_, where the key is the name of the property and the value is its value.
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Here's an example of the `info_player_counterterrorist` entity in Lumper, taken from a CS:S map:
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![Lumper Example](/images/map_porting/lumper_info_ct.png)
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- `classname` designates the entity as an `info_player_counterterrorist`; all it takes to change the type of an entity is to change that value.
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- `origin` is the position of the entity in the map. Changing it in Lumper/Hammer and saving/recompiling will change the position of the entity.
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- `angles` is the rotation of the entity when it spawns.
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Generally, we're not overly fussy with spawn points in maps. `info_player_start` entities will be prioritized for spawn points, otherwise the first `info_player_terrorist/counterterrorist` in the entity lump will be used.
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This isn't a required modification, but porters are welcome to clean up the additional spawn points — usually if you have multiple spawns, they're placed in a grid and none are quite centered. To do this, all you need to do is:
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- Delete all but one of the `info_player_terrorist/counterterrorist` entities
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- Change its classname to `info_player_start` (though not really necessary)
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- Find the center of the room in-game, and set its `origin` to that coordinate
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Entities can have complex logical relationships using _Entity IO_, so avoid manually editing entities unless necessary, and save and reload regularly to test. Often, as with [removing jail timers](/guide/map_submission/map_porting/#jail-timers), you can simply remove a logic_timer without needing to change anything else.
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## The Pakfile Lump
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The [Pakfile](<https://developer.valvesoftware.com/wiki/BSP_(Source)#Pakfile>) lump contains all of the map's assets, such as textures, sounds, and models. It's essentially a ZIP file stored inside the map. When the map is loaded, the game mounts those assets in addition to the currently loaded assets from Momentum and other mounted games (e.g. CS:SS, TF2, etc.).
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The [Pakfile](<https://developer.valvesoftware.com/wiki/BSP_(Source)#Pakfile>) lump contains all the map's assets, such as textures, sounds, and models. It's essentially a ZIP file stored inside the map. When the map is loaded, the game mounts those assets in addition to the currently loaded assets from Momentum and other mounted games (e.g. CS:SS, TF2, etc.).
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The pakfile also stores cubemaps, which are used for environment reflections and lighting in the map. These can be generated by the `buildcubemaps` command in-game.
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