• Gm_tropics_v3 FINAL
    259 replies, posted
[QUOTE=Mid Killa]Wow, amazing, very very nice. lol has the basic design of an old map of mine. ps: the only thing I think could be improved is the steam on the volcano just make the particles around 300 and only have a few of them.[/QUOTE] I made verything the way it should be made (so the map is useful.) If I add too much smoke, then people can not build structures on the top of it. [b]Edit:[/b] [QUOTE=Adam]Hi, I read that your compile time takes over 4 hours even on fast mode? I am a fellow mapper, and I know a little trick that may help you. When making large outdoor areas, you can cut down your compile time dramatically by selecting the entire map in the 3d view, clicking on the texture application tool, and raising the lightmap scale to at least 64. The higher you raise this, the faster your map will compile and the worse shadows will look when inside indoor type areas, but your map is 98% outdoors. I made a map with a large outdoor area such as yours, and doing this has cut my compile time from around a half hour to 3 minutes. Also wanted to know if you compiled this with fast or full before you released? If you can't do a full, I will gladly compile the map for you with my Core 2 Quad Extreme. (Hammer compile tools are fully multi core enabled.)[/QUOTE] I don't think people understand... It is not the lighting that takes a long time to generate (granted, lighting takes forever by itself) It is the portal flow, Even on a 4 core processor, You would still literally have [b] days[/b] of compile time. I have a fast computer right now, and after 1 and a half days, the portal flow compile was only at 1...2...3...4...5.. Also, If you have detailed lighting, the map would probably lag like a bitch. I'm talking about 15 - 20 fps game play. On an average computer.
[QUOTE=GiGaBiTe]Yeah, it goes to a small room under the map. The room is rather pointless though because it's way too small to build anything of significance in it.[/QUOTE] Aww damn. I wanted people to think it was something cool. Anyway, how did you get in? Did you kill the teleport destination 'isolation'?
As far as I am aware, detailed lighting in a source engine game have no effect on game play performance unless it is dynamic. The whole point of precompiling lighting is to gain a huge performance boost at the expense of less authentic lighting. But it does not matter because your map looks great regardless. Could you give me the contact info for the one who made the vegetation models? I would like to request permission to use them in my own map.
You don't have to request his permission, He just says that they cannot be used for commercial purposes, and you cannot take credit for them... Since we included the models, you could just look for them in your models and materials folders.
Ok cool, I will give him full credit. It is not a commercial map or anything like that. Thank you.
Hypno-Toad is a king mapper ! The last version is nice ! Very nice work. You got my download.
[QUOTE=M_u_d]Aww damn. I wanted people to think it was something cool. Anyway, how did you get in? Did you kill the teleport destination 'isolation'?[/QUOTE] Easy, turn god mode on and noclip down to it.
[QUOTE=GiGaBiTe]Easy, turn god mode on and noclip down to it.[/QUOTE] Bah, that's the easy way. But how did you know where to find it? It's under the ocean floor, and you can't see it until you get close.
[QUOTE=hypno-toad]Yeah, seeing As I never got the entrance working properly, I never really bother adding anything to the admin room.[/QUOTE] Do you think that the Admin room will be used in version 4? (if there is one)
This map is amazing I think you should have cut down on the use of trees though. I liked version two because of it was very plain.
[QUOTE=M_u_d]Bah, that's the easy way. But how did you know where to find it? It's under the ocean floor, and you can't see it until you get close.[/QUOTE] Just look around for it. Shouldn't take [b]too[/b] long.
[QUOTE=M_u_d]Bah, that's the easy way. But how did you know where to find it? It's under the ocean floor, and you can't see it until you get close.[/QUOTE] I went void exploring, you never know what you find. Though sometimes you encounter stuff like this: [img]http://darksideserver.cjb.net/images/public/other/broken1.jpg[/img] And either have to kill yourself to prevent being subsumed or run as fast as you can to the nearest non-void area and hope it doesn't follow you.
Yeah i had version 1 for a while but the bloom effects (if they were bloom related) were killing my eyes so i deleted it. Was this an error that you fixed in this version?
[QUOTE=Eric Blank]Yeah i had version 1 for a while but the bloom effects (if they were bloom related) were killing my eyes so i deleted it. Was this an error that you fixed in this version?[/QUOTE] Bloom effects can be toned down, it was not a glitch. You just didn't change the brightness, you have to go into post processing and change the brightness settings. Or just turn bloom off.
God yourself then noclip in? Or would that not work. If not, code a script to remove all trigger_hurts.
hmm, just found out that gm_tropics_v3 is the most popular download on garrysmod.org
[QUOTE=Looter222]God yourself then noclip in? Or would that not work. If not, code a script to remove all trigger_hurts.[/QUOTE] No need to write a script, you can do it in two console commands. sv_cheats 1 ent_remove_all trigger_hurt
I don't see why it is worth it to go down there, I never really added anything to it.
I like it but i hate the fucking wave sounds and bird sounds very annoying.
[QUOTE=library]I'm having major problems: 1) There is no sky. it just fils up with strange colours. 2) Some rocks have errors over them. 3) The admin room teleports me to a random island just of the coast of the volcano. any suggestions? i really enjoyed v2 of this map and would love for you to help.[/QUOTE] What admin room?
Do the ragdolls fall though the ground like in the others?
Help!!!! When I download the map I only download one of the pictures and not the map. Whats wrong?????
You don't save the image. [url]http://files.filefront.com/gm+tropics+v3rar/;8046835;;/fileinfo.html[/url] Or did you mean when you went to the Filefront and all? Also, great looking map (You'll read this in 30 hours :downs:). It makes me think of Stranded II but better. If only I had GMod now... and a computer that could run it. [spoiler]But alas, presently I have neither.[/spoiler]
Alright i started up the map. But when i look up at the sky its all glitched and out of place. Then most parts of the map are plink and black checkered. There are also some ERROR signs on trees. [b]Edit:[/b] When i start up the map it is all pink and black checkers everywhere. Also when i look at the sky its all glitched. Please help.
I'm guessing the compile time was about... 3 days? :v: [b]Edit:[/b] Your glitches occur because you dont have CSS. The skybox texture is a CSS texture and so is the rocks i think...
I added another download mirrors for those who have a slow connection and/or live in europe, it's a self extracting archive so just make it extract in maps folder: [CODE]http://www.speedyshare.com/149463303.html[/CODE] If you don't want it, just tell me and i'll delete it. Have to wait 11 more hours to get an answer, quick someone download and it will not get deleted. (no worries, takes 20 seconds to upload)
I would love if there would be a night version of this map aswell, for posing-purposes :)
No pretty blue tropical water? Oh well, downloading! Good job!
[QUOTE=hypno-toad]Valve should just include CS with half life 2 Always. It would make everything easier.[/QUOTE] They do. That's where I got my Counter Strike. (Though it was twice as much $$$)
wait so if I copy a half life 2 skybox into gmod and call it militia will it work?
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