Source Filmmaker

Source Filmmaker

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Artisans Home from Spyro the Dragon
   
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Universe: Original IP
Map
Tags: SFM
File Size
Posted
Updated
35.548 MB
28 Apr, 2015 @ 1:34pm
30 Apr, 2015 @ 8:18am
2 Change Notes ( view )

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Artisans Home from Spyro the Dragon

Description
This is the Artisans Home world from the game Spyro the Dragon. It the most iconic and memorable world from the Spyro franchise. This is due to it being the very first area of the very first game. It represents the aesthetic that most people think of when they think of Spyro.



Brief Summary
- It was a map for Garry's Mod that attempted to recreate an iconic Spyro level.
- The map name is "gm_artisanshome".
- You can look through the portals and see the skies of other levels.
- This is my first time submitting anything to the Source Filmmaker workshop.

Additional Information
Now you can enjoy the peacefulness that is the Artisans Home in Source Filmmaker too! Each portal shows the sky of the level it would normally lead to. Particles have been added to match the ones found in the Spyro game as well. There are a few oddly dark shadows in a few places due to the way shadows are calculculated. I did my best to mitigate them.

Also, I just wanted to add that I put a lot of time and effort into making this map. If you enjoyed playing on the map, it would be nice if you clicked the 'Rate' button or did something similar. The more feedback I get, the more likely I am to make more content in the future. Thanks!

Special Thanks
I have to thank Kly_Men_COmpany for creating the wonderful tool; SpyroWorld Viewer. Without it, I would never have been able to extract the level and textures from my game.

FAQ
The portals appear bright for some reason. What do I do?
Because I am new to Source Filmmaker, I don't really know how to fix it. The solution for Garry's Mod was to set the 'High Dynamic Range' setting to 'None',
The portals are unlit brushes that reflect their sky. If you are experienced in Source Filmmaker, hopefully that information can help you fix it.

My sky is missing?
You'll need the skybox fix here.


36 Comments
4zy1 24 Jan, 2020 @ 8:13pm 
I wonder if anyone will ever import the Artisans Home from Reignited.
76561198095779111 30 Jun, 2019 @ 1:30am 
Can you try porting Artisans Home from Spyro: Reignited Trilogy , plz?
TheSpiderKing 25 Nov, 2016 @ 7:25pm 
Do you think you could make a model based on the ps1 kingsley the fox? http://img02.deviantart.net/d2b5/i/2015/194/8/c/kingsley_by_jack_a_lynn-d915j3m.jpg
hey jimmy you wanna see a frog 21 Oct, 2016 @ 7:27am 
heck nevermind that i might be onto something
hey jimmy you wanna see a frog 21 Oct, 2016 @ 6:46am 
alright, i probably shouldn'tve assumed that collision would've been automatic considering your treetops port, is it a trouble if i asked how you would create this seperate collision mesh?
Morganicism  [author] 21 Oct, 2016 @ 6:25am 
@spectrum
You can't simply compile the .smd to a .bsp. You have to first create a seperate mesh that will act as the collision boundaries for your .smd (because it needs collision detection), and then use the .smd as the only prop in your map. The skybox textures need to be compatable with hdr, whereas gmod does not.
hey jimmy you wanna see a frog 21 Oct, 2016 @ 6:09am 
i appreciate the help with that but i've actually already sorted this out, the uv map is attached to the mesh and all is well, but being able to compile this .smd to .bsp is a nightmare, does it work differently in gmod?
Morganicism  [author] 21 Oct, 2016 @ 6:05am 
@spectrum
Sure, I'll try to help. First I would rotate the model in a 3D modelling application so that it is oriented properly, then I would locate the texture, which is also found in the files of the world viewer. Then I would apply the texture to the model.
hey jimmy you wanna see a frog 20 Oct, 2016 @ 2:40pm 
i appreciate the work and effort done into this but i'm desperately trying to figure out how to do this myself, i'm up to the point where i've got the .obj of ice cavern from spyro world viewer, but it's untextured and isn't oriented correctly, is there any way you could explain your process as brief as possible?
Urethra Franklin 15 Aug, 2016 @ 11:06am 
thanks for this