• RP_UnionCity
    159 replies, posted
Yeah I found all the cats as well and I seriously can't tell what changed. I swear the moon looked bigger, but that could've just been my imagination. I initially suspected it changed something about the skybox, but since the server has an addon that replaces skybox textures with env_skypaint on all maps for weather/day-night cycle purposes, I can't be sure.
Thanks chen that seemed to fix the issue. I'm making a new ai graph right now so when I'm finished I'll share it here.
I just spent 2 hours meticulously adding nodes. And the tool didn't save correctly..... I'm so mad I can't even think right now.
I'm so sorry to hear that dude, seriously
Thanks to this map, I was able to solve a lot of problems with StormFoxes soundscape script. I didn't knew you could add your own soundscape scripts. Awesome map.
Is there a specific way I should save the ai nodes. I entered in the console command, and that seemed to have updated the nodegraph and saved it, but it didn't seem to affect the date the ain file has been modified.
I've just finished a new .ain file for the map using the new node limit. If you run it with ai_norebuildgraph 1 it should work. @Skerious If you want you can take my file and upload it: rp_unioncity.ain
Working on a gloomy day version https://i.imgur.com/hHrklBF.jpg https://i.imgur.com/vBjZKMm.jpg https://i.imgur.com/IxQOPAn.jpg https://i.imgur.com/6rJvIkN.jpg https://i.imgur.com/HaF2B5q.jpg https://i.imgur.com/NpmSvMo.jpg https://i.imgur.com/XSp2uZW.jpg https://i.imgur.com/NIBvvp5.jpg https://i.imgur.com/FUorVnm.jpg https://i.imgur.com/ES4Guwv.jpg https://i.imgur.com/amvG2qy.jpg https://i.imgur.com/amvG2qy.jpg
Im getting strong Silent Hill vibes, I love it!
Here it is: https://steamcommunity.com/sharedfiles/filedetails/?id=1681190843
As always, amazing. Thanks @Fishke .
I may just use my nodegraph and update it a bit since I kinda prefer how mine is laid out. I do appreciate the offer, though.
Yeah mine is meant to be more detail heavy for the game I'm making so I understand why it might be better to stick with yours.
So erm.. where did the map download go?
I've re-uploaded the vmf and the content pack. RP_UnionCity
@chenhonkster I'm still having trouble trying to figure out how to save the ai nodes. ai_norebuildgraph seems to make it work, but I don't want to risk uploading the ain file to the workshop only for it to still not be functional, considering that the ain file itself doesn't seem to be modified at all after putting in the command.
If you don't manually tell the map not to reconstruct then it will wipe the file. I tested this out with my version of the ai nodes. Without enabling ai_norebuildgraph the file will be physically overwritten with a blank file. The best fix at the moment is to place ai_norebuildgraph 1 in your autoexec. However most people who will download the map aren't going to do this so I agree with waiting. @Fishke Do you possibly know why this is happening?
I have no experience with ai node related stuff. One way to check if it works is upload it to the workshop (under a different name if necessary), download it and test it in singleplayer
I think you misunderstood what I was saying. What I mean is that your map will now overwrite any ain files if you do not enable ai_norebuildgraph. I wouldn't worry however it isn't that big of a deal. I do have something else however that would be worth your attention: https://files.facepunch.com/forum/upload/437607/c7748fae-9da1-49cd-97cb-d6c10a6ec305/20190315150128_1.jpg https://files.facepunch.com/forum/upload/437607/03e9ecf5-d506-4554-a34f-8664d4aafc64/20190315150109_1.jpg The map will sometimes not render what should be visible.
There's 1 areaportal which those doors are linked to, so if you open both of them and one of them can't close because something is in the way, the areaportal will still set its status to closed, thus showing the void and 3d skybox
Ah okay I get what you are saying. That also seems to be the case with some of the other buildings that share multiple entrances. Thank you for clarifying.
Very nice map indeed. I just woundering, maybe you can share or tell us about settings you used to compile it. Because I was planning to make a small edit of this map to fit one RP project I want in the future and I really want to keep your atmosphere as it is since it fits perfectly. Speaking about day version. Also I'm just curios, how long it took to compile day version?
Here's the log HCC VVIS Done, 5 minutes, 33 seconds elapsed Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                 552/1024        26496/49152    (53.9%) brushes               8088/8192        97056/98304    (98.7%) VERY FULL! brushsides           53375/65536      427000/524288   (81.4%) VERY FULL! planes               22392/65536      447840/1310720  (34.2%) vertexes             53977/65536      647724/786432   (82.4%) VERY FULL! nodes                20839/65536      666848/2097152  (31.8%) texinfos             12201/12288      878472/884736   (99.3%) VERY FULL! texdata               1713/2048        54816/65536    (83.6%) VERY FULL! dispinfos             1534/0          269984/0        ( 0.0%) disp_verts          124254/0         2485080/0        ( 0.0%) disp_tris           196352/0          392704/0        ( 0.0%) disp_lmsamples      596748/0          596748/0        ( 0.0%) faces                31182/65536     1746192/3670016  (47.6%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces            17714/65536      991984/3670016  (27.0%) leaves               21392/65536      684544/2097152  (32.6%) leaffaces            38350/65536       76700/131072   (58.5%) leafbrushes          27476/65536       54952/131072   (41.9%) areas                   56/256           448/2048     (21.9%) surfedges           215791/512000     863164/2048000  (42.1%) edges               134121/256000     536484/1024000  (52.4%) LDR worldlights        812/8192        71456/720896   ( 9.9%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            3/32768          36/393216   ( 0.0%) waterstrips           2776/32768       27760/327680   ( 8.5%) waterverts               0/65536           0/786432   ( 0.0%) waterindices         44001/65536       88002/131072   (67.1%) cubemapsamples         361/1024         5776/16384    (35.3%) overlays               423/512        148896/180224   (82.6%) VERY FULL! LDR lightdata         [variable]    26214868/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]     3425857/16777216 (20.4%) entdata               [variable]     1006824/393216   (256.0%) VERY FULL! LDR ambient table    21392/65536       85568/262144   (32.6%) HDR ambient table    21392/65536       85568/262144   (32.6%) LDR leaf ambient     90175/65536     2524900/1835008  (137.6%) VERY FULL! HDR leaf ambient     21392/65536      598976/1835008  (32.6%) occluders                6/0             240/0        ( 0.0%) occluder polygons       13/0             156/0        ( 0.0%) occluder vert ind       63/0             252/0        ( 0.0%) detail props          [variable]           1/12       ( 8.3%) static props          [variable]           1/385442   ( 0.0%) pakfile               [variable]    48997440/0        ( 0.0%) physics               [variable]     2872403/4194304  (68.5%) physics terrain       [variable]      111082/1048576  (10.6%) HCC VRAD Done, 7 minutes, 50 seconds elapsed 'Full - LDR' compile finished in 00:13:47
Thats nice, thought it takes much more. Btw you can try using Slammin compiler Since as Havoc stated, his one is obsolete and he and Slammin made this one which is better. Dont know if you need it, but just in case. Maybe you will find it usefull.
Yeah I tried compiling with those tools but I ended up having lighting issues in many places Managed to find some early screenshots of the map, looks crazy different compared to the final version. I used to add streets and buildings on the fly because I didn't have a plan/layout to stick to, which was a very horrible decision in hindsight https://imgur.com/a/RY4aMlk
That is insane. I kinda like the park more than the final version to be honest, it is more bigger and have more defined paths.
Night version give me a lot of ideas to work, need to try the day version https://files.facepunch.com/forum/upload/439425/d44ee686-33ac-429c-b0c4-4d7cf9d47b17/poster-19-03-03 11-44-35.jpg
If anyone can get this map to work in SFM I will give you up to 100 coins.
I've been attempting to get this in SFM. SFM hammer crashes if it sees the models folder associated with the map. Even after compiling with Slartibarty's hammer, upon attempting to load in SFM it just crashes.
Hello! Please, can you help me? I have a problems after compilation, props hasn't got any collision. I can walk into props. Screenshot with compilation parametrs: https://files.facepunch.com/forum/upload/451305/09f2f5ff-9b86-4989-acbb-2efbf52ef900/Screenshot_17.png
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