The TF2 Map Pack is an archive of 161 TF2 maps converted to .blend files. Not only have they been converted, but heavily modified to ensure that every user has an easy time using them, as if they were still in SFM. Along with that, the TF2 Map Pack has been optimized to the point where the entire thing can be stored on an 8GB USB drive.
READ THIS IF YOU ARE STARTING BLENDER FOR THE FIRST TIME!!!
I understand how exciting it may seem to jump into something completely brand new and create artwork beyond your wildest dreams, but this should NOT be your first thing to try out when starting out blender for the first time! You should work your way around to knowing the UI of Blender and how it all works. A great way of doing this is by watching Andrew Price’s (Blender Guru) Donut Tutorial. As cliché as it might seem, this is the *best* possible way of introducing yourself to Blender. -
The TF2 Map Pack:
Want to make your own TF2 Blender animations? Get the TF2-Trifecta! With features such as: HWM facial animation, IK/FK swapping, TF2-like shading, and easy cosmetic importing!
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Tips (read these!!):
If you can’t see the overlays on a map, toggle “Enable Overlays“ by clicking on the icon of two circles intersecting at the top of Blender.
If some maps already have an active camera, go to the Scene Properties and clear the active camera. If it isn’t deleted, find the camera in the outliner and delete it.
Some maps have all the lights hidden, which can be fixed by going to Proximity Lights and clicking “Show All Lights.“
If you feel that the sun lighting shadows are too sharp, go to the outliner, search for “environment,“ click on the sun light, and set the shadow angle to 2°.
Thank you to Woha for rendering the plr_hightower segment in the beginning, and for finding the perfect song for the intro. I owe the hook to you.
The Story:
This all started back on September 3rd 2022 (according to the earliest files I could find), and ended on May 5th 2023. Of course, the work was not consistent, and at times I would take breaks that lasted months purely due to burn-out. After porting the mercenaries, cosmetics, weapons, and buildings, I knew that this was the last thing I needed to do.
The Optimizations:
Prop and Material Linking: 2 .blend files were created to act as an asset library, like the .vpk files act as an asset library for TF2, so that data blocks could be instanced instead of duplicated.
Skybox Swapping: Initially, .exr skybox files would be swapped with .png files to save on space. However, I did not know about the DWAA codec, which is why there is a separate library of .exr files.
Texture conversion: When importing, the map would use .tga files instead of .png files.
Brushes: Deleted any brush that had rendermode 10
Although there may not be many optimizations done, there were thousands of megabytes to parse through and optimize.
Songs:
Ryu ga Gotoku Zero - Friday Night
Super Mario Odyssey - Steam Gardens
Super Mario 3D World - Mount Must Dash
Super Mario 3D World - Sprawling Savannah
Super Mario Galaxy - The Honeyhive
Super Mario Galaxy - Gusty Garden Galaxy
Timestamps:
0:00 Intro
0:31 The Features: Proximity Lights
2:36 The Features: Prop(er) Skins
3:01 The Features: Texture Scrolling
3:17 The Features: A LOT of space saved.
3:55 The Disadvantages: Difficult to edit
4:27 The Disadvantages: Lighting isn’t the same
5:28 The Disadvantages: Performance Issues
5:51 The Disadvantages: Prop Animations
6:13 The Improvements: Water Animation
6:37 The Improvements: Adding Fog
7:51 The Improvements: Optimizing Mercs
8:43 The Installation
10:02 The Extras FINALE
10:52 FINALE
#tf2 #blender3d
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