• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • [QUOTE=GameDev;35267812]Christ, what settings are you playing on?[/QUOTE] Lol, native res, low settings :) Not that I can't run high. Just I like it for RP and such.
  • [QUOTE=mil0001;35267850]Lol, native res, low settings :) Not that I can't run high. Just I like it for RP and such.[/QUOTE] You like low settings? What. :pwn:
  • [QUOTE=nVidia;35267882]You like low settings? What. :pwn:[/QUOTE] i actually play most of my games on the lowest settings, even though my rig is more than capable of playing on the highest settings - dunno why
  • [QUOTE=Quark:;35268079]i actually play most of my games on the lowest settings, even though my rig is more than capable of playing on the highest settings - dunno why[/QUOTE] Because modern console ports look like pc exclusives on low?
  • [QUOTE=mil0001;35267681]There are many trees in the skybox but not man actually close in amongst the first level of buildings you see. It might just be me. But these just seem to be on retarded angles that your probably never going to see unless your on the buildings when you notice how out of whack they are. [IMG]http://img515.imageshack.us/img515/1379/gmconstruct130001.jpg[/IMG] Anyways in short: - Add more trees - Keep them on the same levels. Also: [IMG]http://img109.imageshack.us/img109/3708/gmconstruct130003.jpg[/IMG] WHAT!? Doesn't fit... Minges will be mad ;)[/QUOTE] I know for a fact that prop fits, i've done it many times and have even posted a picture in the old thread. I'm on my phone so i cant be bugged to find it.
  • Posting to ask if Oskutin is still working on his concept design from a few days ago, I was interested to see how that turned out. So if anyone, not necessarily Oskutin, could tell me how that's going it'd be appreciated, thanks.
  • [QUOTE=phabeZ;35269745]Posting to ask if Oskutin is still working on his concept design from a few days ago, I was interested to see how that turned out. So if anyone, not necessarily Oskutin, could tell me how that's going it'd be appreciated, thanks.[/QUOTE] I personally have no idea how that is going. Also, I will work on tweaking those trees so they are not being wasted so badly, and where they clump up, I will clean some out. [editline]24th March 2012[/editline] [img]http://i.imgur.com/FCwYR.jpg[/img] Added hint-brushes between each floor of the apartment building to further increase optimization, among other things I tested, like Area portals, and func_leafvis brushes. [b]Edit:[/b] Upon testing, it would seem that yes, indeed, the building is better optimized now, because it wont fully render the floors above and below the current floor for the local player, and each room is properly sealed-off with hint brushes now.
  • [QUOTE=Colton Rappe;35270506]I personally have no idea how that is going. Also, I will work on tweaking those trees so they are not being wasted so badly, and where they clump up, I will clean some out. [editline]24th March 2012[/editline] [img]http://i.imgur.com/FCwYR.jpg[/img] Added hint-brushes between each floor of the apartment building to further increase optimization, among other things I tested, like Area portals, and func_leafvis brushes. [b]Edit:[/b] Upon testing, it would seem that yes, indeed, the building is better optimized now, because it wont fully render the floors above and below the current floor for the local player, and each room is properly sealed-off with hint brushes now.[/QUOTE] Make sure you do some fading area portals in all the windows and doors and other openings.
  • Hi. if you want to know what is a leaf visit [URL="https://developer.valvesoftware.com/wiki/Visleaf"]this[/URL] and [URL="https://developer.valvesoftware.com/wiki/PVS"]this[/URL], if you want to know how to optimize visit [URL="https://developer.valvesoftware.com/wiki/Visibility_optimization"]this[/URL], if you want to learn about hint brushes visit [URL="https://developer.valvesoftware.com/wiki/Hint_brush"]this[/URL] if you want to know about func_detail visit [URL="https://developer.valvesoftware.com/wiki/Func_detail"]this[/URL] and if you want an extended explanation about the leafs visit [URL="http://rvanhoorn.ruhosting.nl/optimization.php?chapter=visleafs"]this[/URL] Also remember that when you are cutting leafs with the hint texture with a brush you need to know that the leaf will be cutted with each part of the brush with the hint texture, so if you need to cut for example just one leaf, texture all the brush with the skip texture and texture the part of the brush where you want to cut the leaf with the hint texture. Also if you want to know more about textures like areaportal or ocludder visit [URL="https://developer.valvesoftware.com/wiki/Tool_textures"]this[/URL] Some commands that it helped me a lot are: * mat_leafvis 3 (shows all the leafs rendered in your potentially visible set) * mat_wireframe ( Shows you what part of the world is being rendered with wireframes) * r_shadowwireframe (It shows in wireframe what part of the world is being rendered with the dynamic shadows [env_projectedtexture], its not really important in your map but you should know for a good optimization in future maps) You can ask me everything about this kind of things, im not an expert about this, but i have experience with this tricky part of the mapping. You also should know that its not a very important part of the mapping, but, i think its really necessary to have a well optimized map.
  • [QUOTE=MaxOfS2D;35265963]why don't you make the new map an addon for now that way it's downloaded automatically for us, saves everyone trouble[/QUOTE] Great idea!
  • [QUOTE=garry;35271268]Great idea![/QUOTE] How do I pack the map into workshopper? I never cared about it until now. Also, would this allow me to delete the map from workshop after/if it becomes vanilla? We dont want redundancy.
  • [QUOTE=highvoltage;35269627]I know for a fact that prop fits, i've done it many times and have even posted a picture in the old thread. I'm on my phone so i cant be bugged to find it.[/QUOTE] if your having trouble use adv ball socket with these settings on it: Force limit: 0 Torque limit: 0 X min : 0 X max: 360 Y min: 0 Y max: 360 Z min: 0 Z max: 360 X friction: 0 Y friction: 0 Z friction: 0 Free movement: yes NoColide: yes now just clk on the prop then on the world, the prop now nocolides with the world.
  • [QUOTE=Colton Rappe;35271283]How do I pack the map into workshopper? I never cared about it until now. Also, would this allow me to delete the map from workshop after/if it becomes vanilla? We dont want redundancy.[/QUOTE] addon/maps/gm_construct_13.bsp Upload addon/ to workshop using workshopper 0.4. You can delete it later.
  • [QUOTE=Robotboy655;35271306]addon/maps/gm_construct_13.bsp Upload addon/ to workshop. You can delete it later.[/QUOTE] "addon" or "addons"?
  • [QUOTE=Colton Rappe;35271312]"addon" or "addons"?[/QUOTE] Any folder name. Create it anywhere. You will need to specify that folder with workshopper.
  • [QUOTE=LuaInsanity;35271318]He Means "addons"[/QUOTE] I mean what i mean. The folder name doesn't matter. I usually create addons for workshopper on desktop because it is easier to find them from workshopper there.
  • [QUOTE=LuaInsanity;35271318]Thanks for making this new map, its got a lot of nice improvements.[/QUOTE] Most recent build of the map is compiling. While it does that, may I ask another question? How do you go about updating it? Via workshop or via Workshopper 0.4? And can you modify the description and such for the addon?
  • [QUOTE=Colton Rappe;35271338] How do you go about updating it? Via workshop or via Workshopper 0.4? And can you modify the description and such for the addon?[/QUOTE] You can update the file and change icon only through workshopper. (The 'published files' tab) You can change title, description and add more images and videos from the workshop page of your addon.
  • 512x512, png [editline]24th March 2012[/editline] Also, small texture misalignment here: [t]http://i.imgur.com/Q2tJj.jpg[/t] And you REALLY need to func_detail your ladders and such stuff: :suicide: [t]http://i.imgur.com/cwl5Z.jpg[/t]
  • Is anyone else having a goshdamn issue making their workshop addons Public? The damn thing keeps reverting to hidden.
  • [QUOTE=Colton Rappe;35271602]Is anyone else having a goshdamn issue making their workshop addons Public? The damn thing keeps reverting to hidden.[/QUOTE] That's just because GMod 13 is in beta. People can actually see your addon.
  • [QUOTE=Colton Rappe;35271602]Is anyone else having a goshdamn issue making their workshop addons Public? The damn thing keeps reverting to hidden.[/QUOTE] You don't need to. Everyone who has GMOD Beta 13 will see it. It is intended to be like that. EDIT: I failed. :(
  • [QUOTE=Robotboy655;35271393]512x512, png [editline]24th March 2012[/editline] And you REALLY need to func_detail your ladders and such stuff: :suicide: [t]http://i.imgur.com/cwl5Z.jpg[/t][/QUOTE] Do you [b]really[/b] think we are [i]that[/i] dumb? We already func_detailed every balcony, every set of stairs, every doorway arch, and every little detail that was not a part of the core-map. And we most DEFINATELY already func_detailed those stairs in that image. I dont know where you can go around assuming how the brushwork is made when you dont have the VMF source. If for some reason you think that those stairs are not func_detailed, I am here to tell you, they are. [editline]24th March 2012[/editline] [QUOTE=Gran PC;35271610]That's just because GMod 13 is in beta. People can actually see your addon.[/QUOTE] Anyone in the beta can see it regardless of it being set to Private? [quote="Steam Workshop"]Current visibility: Hidden This item will only be visible to you, admins, and anyone marked as a creator.[/quote]
  • [QUOTE=Colton Rappe;35271618] Anyone in the beta can see it regardless of it being set to Private?[/QUOTE] Yes. Everyone.
  • [img]http://i.imgur.com/xwdf4.png[/img] [B][url]http://steamcommunity.com/sharedfiles/filedetails/?id=18371&requirelogin=true[/url][/B] [highlight]Let me know if it works for everyone by voting agree, or if it doesn't work, vote disagree..[/highlight]
  • [QUOTE=Colton Rappe;35271618]Do you [b]really[/b] think we are [i]that[/i] dumb? We already func_detailed every balcony, every set of stairs, every doorway arch, and every little detail that was not a part of the core-map. And we most DEFINATELY already func_detailed those stairs in that image. I dont know where you can go around assuming how the brushwork is made when you dont have the VMF source. If for some reason you think that those stairs are not func_detailed, I am here to tell you, they are. [/QUOTE] I do believe you have done that on balcony, some stairs and doorways, but the mat_leafvis 3 and decompiled map shows me that you haven't done that on every doorway and stairs.