Left 4 Dead 2 c1m2_streets aka Dead Center Port for TU

ive uploaded it to the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=2450953088

Still things todo aka put up invisible walls and shadows. which will come whenever they are implemented.

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Shadows will be enabled automatically for you.

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200

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Shadows aren’t working on the map as they like to pop in and out and the reason that they are doing this is because of the way I put together the map.

Importing vmf (Blender) then after the map is imported I opened up another blender instance and used that as the work blend copying each part 1:1. Then once the part of the map is on the other blender instance, I fix what I need to fix without messing with model scaling in blender. then I export it and then import it into Tower Unite setting the scale to 200 as when I import the models are quite small and 200 happened to work height wise aka not being too huge.

left: Evac Sign scaled in blender using dave as reference and not scaled in TU.
Right: Evac Sign Using original scale after vmf import and then scaled in TU to 200.

Video showing the problem: https://www.youtube.com/watch?v=DdzCjTvmGMk

would it be possible to fix this? so I wouldn’t have to go through around 315 Parts scaling them in blender and re-importing them.

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now that the collision toggle is added ill go ahead and start working on the map while also trying to optimize it somewhat.

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oh and mac if your watching could you see about fixing the issue im having with shadows which is outlined in the prevous post in this thread. it would be much appreciated as im not so keen on updating a metric crapton of addons.

getting a bit cleaner under the mall

managed to break the collisions for the mall pavement so im just using canvas walls to fix it plus i found out a neat trick to get shadows working again or to simply make things darker :3

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going to wait until the bug with collisions is sorted probably wont work on it until another day.

I’m not sure why this is happening exactly, but it could be do to the render bounds of the object (i.e. a box the encapsulates the entire mesh that UE4 uses to determine what is and isn’t visible, what’s far away, etc.) and might be culling the shadow based on that. You mentioned that you scale them by 200 in the workshop editor. This scaling happens after render bounds are calculated (it’s essentially just some data that tells the game to make things bigger and smaller when spawned).

It could be the meshes are so small when the bounds are calculated that there is some weird precision error happening when they get scaled up. Could you try taking one of the meshes with broken shadows, scaling it up 200x in Blender, then re-importing it to Tower Unite at that size? Let us know if that model still experiences the shading issue, and that’ll help us rule that out as a factor.

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Wait, sorry I misread, you already did that in the image you posted. Hmmm, let us think and see if there’s something to be done, no promises though : /

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understood no worries if it cant this map was more of an experiment and now that i know what not todo Ill probably wont make the same mistake on the next try. probably use Source 2 hammer todo some of the conversion next time around which seems to get the scale right quite close, plus it exports in dmx!