<%@LANGUAGE="JAVASCRIPT" CODEPAGE="65001"%> CITY 7: TORONTO CONFLICT V2
Scripting and Moding
Decompiled Maps

GCF FOLDERS, FILE TYPES AND MODS STRUCTURE
how to create a mod.

   


Extract game content from the Game Cache files (GCF).
These files are big zip files that have “phantom” folders pointing you to game/mod.
This is why you can't see any game content in your folders.
Use GCFScape to unzip the files and folders create by Nems Tools found here

See the Material and Model diagrams to learn more about their file types

Video tutorial:
*to come*

      Sean
   

ORANGE MAPS
and Source units

   
Image 1 Image 2

Observe the templates that work with the power of 2... 32, 64, 128, 256, 512, 1024, +

Hammer file:
7th_orange_maps.vmf

BSP files:
7th_orange_maps.bsp

      Sean
   

DETAIL AND GAME PLAY
or play to have fun

   
Image 1 Image 2

Orange and flat grey textures allow developers to focus on game play, not the visual details

What are the differences between maps?

These maps are fun to play too, try a round on hard : )

Hammer files:
7th_detail_vs_play_simple.vmf
7th_detail_vs_play_detail.vmf

BSP files:
7th_detail_vs_play_simple.bsp
7th_detail_vs_play_detail.bsp

      Sean
   

TRAFFIC RELAY
hate traffic lights, time to trash them

   
Image 1 Image 2

logic_relay, sprites and physic rig

*Notes to come*

Video tutorial:
*to come*

Zip file:
c7_signs_ put_in_hl2_folder.zip - City 7 signs asset zip
(Unzip to C:\Program Files\Steam\steamapps\YOURACCOUNT\half-life 2\hl2)

Hammer files:
7th_traffic_relays.vmf - ***Requires City 7 asset zip***
7th_traffic_relays_cut.vmf – Cut entities for lesson and requires City 7 asset zip

BSP files:
7th_traffic_relays.bsp - Requires City 7 asset zip

      Sean
   

POP LOGIC
how logics works

   
Image 1 Image 2

Examine math_counter, logic_branch, logic_compare and logic_case

*Notes to come*

Video tutorial:
*to come*

Hammer files:
7th_pop_logic.vmf
7th_pop_logic _cut.vmf – Cut entities for lesson

BSP files:
7th_pop_logic.bsp

      Sean
   

ELEVACTORS AND PATHS
script your way to the top and across

   
Image 1 Image 2

Create automatic, two button call, four button call elevator
Then switch paths on a moving platform by shooting targets
Finaly rig an full elevator with prop_dynamic and animations

*Notes to come*

Video tutorial:
*to come*

Hammer files:
7th_elevator_and_paths.vmf
7th_elevator_and_paths_cut.vmf – Cut entities for lesson

BSP files:
7th_elevator_and_paths.bsp

      Sean
   

BSP AND FUNC_DETAIL
important for optimization

   
Image 1 Image 2

VIS taking a while? Need a faster frame rate? Use func_detail to bypass leafs
Leafs will still cut func_detail, the largest leaf can be 1024 cubed
func_detail for VIS is like look through mesh, use nodraw and hints to create level hull
In most cases this will save you polygons and leafs

Hammer files:
7th_bsp_func_detail_before.vmf – Before func_detail
7th_bsp_func_detail_after.vmf – After func_detail
7th_bsp_func_detail_after_test.vmf – See below

BSP files:
7th_bsp_func_detail_before.bsp – Before func_detail
7th_bsp_func_detail_after.bsp – After func_detail
7th_bsp_func_detail_after_test.bsp – See below

Notes for test map:
The building is not a BSP blocker and it stills render what’s behinds it
Create a nodraw cube to the top of the skybox to stop it
This will affect the VIS above the rooftop but the player will never be up there
Unless its portal


      Sean
   

OPTIMIZATION
keep that frame rate up

   
Image 1 Image 2

*Notes to come*

Video tutorial:
*to come*

Hammer files:
7th_opt_before.vmf – Before
7th_opt_after.vmf – After

BSP files:
7th_opt_before.bsp – Before optimization
7th_opt_after.bsp – After optimization

      Sean