• GM_BigIsland
    56 replies, posted
[QUOTE=ClauAmericano;41877682]I really love this map, it looks so damn great and it´s also the first of its kind that I´ve seen. I was just wondering if you are going to make it compatible for SFM in the future, I get this error every time I try and load it. [t]http://i.imgur.com/IkVtvp6.png[/t][/QUOTE] What a hunk.
Good news, r_hunkalloclightmaps 0 worked. Bad news, SFM is showing its buggy side again. [t]http://i.imgur.com/8IG27Qz.png[/t]
[QUOTE=ClauAmericano;41877980]Good news, r_hunkalloclightmaps 0 worked. Bad news, SFM is showing its buggy side again. [t]http://i.imgur.com/8IG27Qz.png[/t][/QUOTE] That's only because it's trying to reflect the sky, right? The sky we used is the gmod-specific lua skybox system. All you need to do is change the skybox texture or add in your own prop skybox to the 3D skybox of the map. We are both currently working on an SFM-specific version of the map as a commission for an animator, but from the look of things it seems this will not be made public. We could release a public one with a militia_hdr skybox, now that I think about it.
Please do this map would be fantastic for sfm
Seems like I can't download the map
Though I can tell a lot of time and effort went into making this map, I feel as if it could have benefited from some more polish and visual touches. Here are a few things from the map that I think could use another visual pass. (The screenshots are a bit darker than the actual in game areas are) [IMG_THUMB] http://filesmelt.com/dl/Bigisland01.jpg[/IMG_THUMB] [IMG_THUMB]http://filesmelt.com/dl/gm_bigisland0023.jpg[/IMG_THUMB] the 2D "card" trees in the background are very low resolution and (from my understanding) are meant to create the illusion of a treeline in the distance, far out of the player's reach. They're used a lot in the map in player accessible areas and kind of detract from the overall quality of the visuals. [IMG_THUMB]http://filesmelt.com/dl/Bigisland03_1.jpg[/IMG_THUMB] [IMG_THUMB]http://filesmelt.com/dl/Bigisland03_2.jpg[/IMG_THUMB] Detail sprites are really big and look very flat, they also seem to light improperly on many parts of the map. From a vertical view the pattern of the grass is plainly visible. Perhaps there is another way to create dense grass without exceeding the detail sprite limit? [IMG_THUMB]http://filesmelt.com/dl/Bigisland04.jpg[/IMG_THUMB] [IMG_THUMB]http://filesmelt.com/dl/gm_bigisland0024.jpg[/IMG_THUMB] Water in the stream doesn't really look much like water at all. It just seems to refract light and scroll, there's no white water or reflection. The texture could use some work. [IMG_THUMB] http://filesmelt.com/dl/gm_bigisland0025.jpg[/IMG_THUMB] Lastly I'd like to point out that the draw distance for props and details seems to be universally too short. creating barren looking views like this one. I hope that this will draw attention to some of these issues and help to improve the overall look and feel of the map. It is not my intention to put this map under a negative light or anything like that. It was very ambitious to design something of this level of complexity for Garry's mod. I just felt my criticism could be helpful in this case.
[QUOTE=hiyougami;41881062]That's only because it's trying to reflect the sky, right? The sky we used is the gmod-specific lua skybox system.[/QUOTE] So that´s the problem. I don´t have Gmod installed in SFM yet, hmm... I´ll try to do this and come back with a picture of the skybox fixed, hopefully, so we could see if the reflection is fixed.
Unfortunatly no, the map still has the same skybox bug even after extracting and importing the gmod resources into SFM. And it´s not the only map. [t]http://i.imgur.com/BjaJu2U.png[/t]
Construct uses the lua skybox as well.
[QUOTE=ClauAmericano;41888327]Unfortunatly no, the map still has the same skybox bug even after extracting and importing the gmod resources into SFM. And it´s not the only map. [t]http://i.imgur.com/BjaJu2U.png[/t][/QUOTE] You can't get that skybox in SFM because it's a shader controlled using Lua use sv_skyname to replace the skybox directly inside of sfm e.g. sv_skyname sky_trainyard_01
[QUOTE=MaxOfS2D;41888527]You can't get that skybox in SFM because it's a shader controlled using Lua use sv_skyname to replace the skybox directly inside of sfm e.g. sv_skyname sky_trainyard_01[/QUOTE] My god that´s fantastic, never knew that before. Progress: [t]http://i.imgur.com/N6EI347.png[/t]
[QUOTE=aaagamer;41884662]Though I can tell a lot of time and effort went into making this map, I feel as if it could have benefited from some more polish and visual touches. Here are a few things from the map that I think could use another visual pass. (The screenshots are a bit darker than the actual in game areas are) [IMG_THUMB] http://filesmelt.com/dl/Bigisland01.jpg[/IMG_THUMB] [IMG_THUMB]http://filesmelt.com/dl/gm_bigisland0023.jpg[/IMG_THUMB] the 2D "card" trees in the background are very low resolution and (from my understanding) are meant to create the illusion of a treeline in the distance, far out of the player's reach. They're used a lot in the map in player accessible areas and kind of detract from the overall quality of the visuals. [IMG_THUMB]http://filesmelt.com/dl/Bigisland03_1.jpg[/IMG_THUMB] [IMG_THUMB]http://filesmelt.com/dl/Bigisland03_2.jpg[/IMG_THUMB] Detail sprites are really big and look very flat, they also seem to light improperly on many parts of the map. From a vertical view the pattern of the grass is plainly visible. Perhaps there is another way to create dense grass without exceeding the detail sprite limit? [IMG_THUMB]http://filesmelt.com/dl/Bigisland04.jpg[/IMG_THUMB] [IMG_THUMB]http://filesmelt.com/dl/gm_bigisland0024.jpg[/IMG_THUMB] Water in the stream doesn't really look much like water at all. It just seems to refract light and scroll, there's no white water or reflection. The texture could use some work. [IMG_THUMB] http://filesmelt.com/dl/gm_bigisland0025.jpg[/IMG_THUMB] Lastly I'd like to point out that the draw distance for props and details seems to be universally too short. creating barren looking views like this one. I hope that this will draw attention to some of these issues and help to improve the overall look and feel of the map. It is not my intention to put this map under a negative light or anything like that. It was very ambitious to design something of this level of complexity for Garry's mod. I just felt my criticism could be helpful in this case.[/QUOTE] Thanks for the feedback! I'm going to be changing the look of the water for the next update. The detail sprite thing, we can't really control, and the tall grass is actually models we manually placed around the map (yeah). The grass in the sand? I'll see if I can remove it for ya. In regard to the visibility walls (thick foliage), if you can find a nice high res one for us to use I'll gladly put it in :)
I found your secret house and map progress.
On the beaches, even on the sand close to the cliffs the reflection is a bright blue from the water. Is that fixable?
[QUOTE=itak365;41910210]On the beaches, even on the sand close to the cliffs the reflection is a bright blue from the water. Is that fixable?[/QUOTE] It's Valve's dirty refraction buffering.
I reloaded the map, and this is in my console. [url]http://pastebin.com/KDHpumYQ[/url]
[QUOTE=anman20;41952527]I reloaded the map, and this is in my console. [url]http://pastebin.com/KDHpumYQ[/url][/QUOTE] If you see that when you first load the map, then you don't have one the games mounted correctly. If you see it only on reload, then it was just a faulty reload.
[QUOTE=anman20;41952527]I reloaded the map, and this is in my console. [url]http://pastebin.com/KDHpumYQ[/url][/QUOTE] We just didn't give the grass a physics prop. :)
[QUOTE=hiyougami;41969183]We just didn't give the grass a physics prop. :)[/QUOTE] It's fixable, by turning its collision off in hammer
Very lovely map. I really like its layout.
Going to see what I can do to use this epic map, going to try and integrate it into my Stranded server. As a fellow mapper, made respect to you and your partner, I can only dream of making maps this beautiful.
Lovely designed and idea. And for once not screaming yellow beaches. But one issue that bugs me is that the shadowy parts of the map does not affect the models. They stay as bright as out in the sunlight. Normally when you pose in darker spots of a map, you want to use the shadows for some cool light work. If that was possible on this map, it would rank as one of my all time favourites. Other than that. Amazing job.
Guessing this isn't right [URL="https://www.dropbox.com/s/zenw3oxcyg4tqdi/9d524674c8f184c5ef68e7715e0b724f.png"]https://www.dropbox.com/s/zenw3oxcyg4tqdi/9d524674c8f184c5ef68e7715e0b724f.png[/URL]
At first glance, Source 2.0. After further review, this is a quality production in the making.
It would seem that the new Alpha released game " The Forest " copied your map!
I need a replacement for Half Life 2's awful water texture, and GM_BigIsland's animated water is perfect. Are the map assets available to be used by others? If so, could you make the downloadable from somewhere? I'm aware of that I can use VIDE / PakRat to extract the map content, but a permission from the author would be nice. :v:
they give both permission and a link to models/materials in first page of this topic tflippy couple posts down
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