• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • [QUOTE=highvoltage;35207390] The problem is that doors wouldn't change colour with the room.[/QUOTE] At least move the switch.
  • [t]http://cloud.steampowered.com/ugc/488879030307032587/47842AD108E27007D861EA84F63C91356628C92B/[/t] it would be nice if the line between grass and sand wasn't so straight (dont change the shape of the lake just the material so its a little more random like a real beach) [editline]march 19 2011[/editline] [t]http://cloud.steampowered.com/ugc/488879030307316717/947B63C8DA1A16B1860C6DCB400C4805398AB91C/[/t] miss-aligned texture (may be a cube map tho)
  • This is the first bug that I've noticed, you are probably already aware of it though. [IMG]http://i.imgur.com/Ka3ss.jpg[/IMG] That brush shouldn't reflect. [IMG]http://i.imgur.com/smJCQ.jpg[/IMG] Tuning down the HDR would be good. [IMG]http://i.imgur.com/ISWjd.jpg[/IMG] One of the sides isn't quite touching the ground. [IMG]http://i.imgur.com/vpFmL.jpg[/IMG] Age-old bug, should be taken care of. [IMG]http://i.imgur.com/A5mUO.jpg[/IMG] The stairs leading to the expanded dark room shouldn't reflect. [IMG]http://i.imgur.com/DPrap.jpg[/IMG] Not quite matching the width of the other one. [IMG]http://i.imgur.com/QcuhG.jpg[/IMG] Maybe it should be invisible? [IMG]http://i.imgur.com/u8tio.jpg[/IMG] You can see this while flying above, try lowering the displacement a bit. [IMG]http://i.imgur.com/zgJK0.jpg[/IMG]
  • [QUOTE=Daniel Smith;35209415]This is the first bug that I've noticed, you are probably already aware of it though. [IMG]http://i.imgur.com/Ka3ss.jpg[/IMG][/QUOTE] [b]for the last -snip- time the mirror will NOT work in gmod 12 you MUST have gmod 13 for it to work![/b] [QUOTE=Colton Rappe;1][QUOTE][b]Can I test for bugs playing the map in Garry's Mod 12 instead of Gmod 13 Beta?[/b][/QUOTE] You can, but there are issues that arise by running the map in Gmod12, such as [b]the mirror in the mirror room being glitched.[/b] So we discourage it.[/QUOTE]
  • [QUOTE=Darkassassin0;35209619][b]for the last -snip- time the mirror will NOT work in gmod 12 you MUST have gmod 13 for it to work![/b][/QUOTE] Damnit!
  • I'll repeat what I said in the other topic - I'd suggest putting a solid wall behind the mirror with a texture which says "Mirror requires Gmod 13". Nobody with Gmod 13 would notice the difference, but Gmod 12 players would see it. This will stop Gmod 12 users reporting it as a bug. An alternative would be just a solid wall with no message - it is better than no wall.
  • The floor in the mirror room is reflective too (when lights turned off) which i think shouldn't be.
  • [quote]I'd suggest putting a solid wall behind the mirror with a texture which says "Mirror requires Gmod 13". Nobody with Gmod 13 would notice the difference, but Gmod 12 players would see it. [/quote] except those who noclip through maps to look for such things... I say leave it the hell alone, gmod 12 will be gone soon enough.
  • [QUOTE=DarthTealc;35209817]I'll repeat what I said in the other topic - I'd suggest putting a solid wall behind the mirror with a texture which says "Mirror requires Gmod 13". Nobody with Gmod 13 would notice the difference, but Gmod 12 players would see it. This will stop Gmod 12 users reporting it as a bug. An alternative would be just a solid wall with no message - it is better than no wall.[/QUOTE] this will not work for 2 reasons: 1) there is already a wall there if you noclip out 2) its not that its not appearing in gmod 12 (if it wasn't you would see the void) its just not reflecting correctly
  • [url=http://4stor.com/SDs1][img]http://4stor.com/images/SDs1.png[/img][/url] Continue the red footer texture thing up the wall there?
  • [t]http://cloud.steampowered.com/ugc/488879030307857354/74EA10850A44A4CC1F615A0696AB065CA1503430/[/t][t]http://cloud.steampowered.com/ugc/488879030307857759/8EFF9284F52AF894C61E02F05B194B4D1087822F/[/t] thats an odd shadow to be on the roof XD
  • [QUOTE=Daniel Smith;35209415]This is the first bug that I've noticed, you are probably already aware of it though. [IMG]http://i.imgur.com/Ka3ss.jpg[/IMG] [/QUOTE] Already answered. [QUOTE=Daniel Smith;35209415] That brush shouldn't reflect. [IMG]http://i.imgur.com/smJCQ.jpg[/IMG] [/QUOTE] I'll see if remaking the cubemap for it will work [QUOTE=Daniel Smith;35209415] Tuning down the HDR would be good. [IMG]http://i.imgur.com/ISWjd.jpg[/IMG] [/QUOTE] HDR is removed until I learn how to get it to look good. [QUOTE=Daniel Smith;35209415] One of the sides isn't quite touching the ground. [IMG]http://i.imgur.com/vpFmL.jpg[/IMG] [/QUOTE] Fixed. [QUOTE=Daniel Smith;35209415] Age-old bug, should be taken care of. [IMG]http://i.imgur.com/A5mUO.jpg[/IMG] [/QUOTE] I seem to have fixed this now. [QUOTE=Daniel Smith;35209415] The stairs leading to the expanded dark room shouldn't reflect. [IMG]http://i.imgur.com/DPrap.jpg[/IMG] [/QUOTE] I'll add a cubemap for this too [QUOTE=Daniel Smith;35209415] Not quite matching the width of the other one. [IMG]http://i.imgur.com/QcuhG.jpg[/IMG] [/QUOTE] Thats because this hole is for custom elevators and the other one is only for a ladder. [QUOTE=Daniel Smith;35209415] Maybe it should be invisible? [IMG]http://i.imgur.com/u8tio.jpg[/IMG] [/QUOTE] I can't do anything about that and the same thing happened in the original construct. [QUOTE=Daniel Smith;35209415] You can see this while flying above, try lowering the displacement a bit. [IMG]http://i.imgur.com/zgJK0.jpg[/IMG][/QUOTE] Fixed. [QUOTE=DarthTealc;35209817]I'll repeat what I said in the other topic - I'd suggest putting a solid wall behind the mirror with a texture which says "Mirror requires Gmod 13". Nobody with Gmod 13 would notice the difference, but Gmod 12 players would see it. This will stop Gmod 12 users reporting it as a bug. An alternative would be just a solid wall with no message - it is better than no wall.[/QUOTE] There is a brush behind it. As you should be able to see, it isn't showing whats behind it. The mirror shader is broken and instead of showing whats in front of it it shows a mirror image of some random place in the map. [QUOTE=Spencer Sharkey;35209989][url=http://4stor.com/SDs1][img]http://4stor.com/images/SDs1.png[/img][/url] Continue the red footer texture thing up the wall there?[/QUOTE] I'll do this now.
  • [QUOTE=highvoltage;35210101] I can't do anything about that and the same thing happened in the original construct.[/QUOTE] You probably can. Add grass displacement to the skybox so it covers that area? Not sure if it will work though.
  • [QUOTE=Chippiewill00;35207446]As far as I can tell a lot of people liked my submarine area suggestion in the last thread so I'll just leave it here as a reminder. [url]http://facepunch.com/threads/1168260?p=35190922&highlight=#post35190922[/url][/QUOTE] I really agree with this. It would be a nice little change that wouldn't really harm the aesthetic or philosophy of the map so long as it doesn't have a very complicated cave system or something.
  • [QUOTE=GameDev;35210418]Quick reminder about that concrete area[/QUOTE] this one? [t]http://i.imgur.com/erI1d.jpg[/t]
  • Also add clip on the ladders [editline]19th March 2012[/editline] [QUOTE=Darkassassin0;35210568]this one? [t]http://i.imgur.com/erI1d.jpg[/t][/QUOTE] Yes
  • [QUOTE=Spencer Sharkey;35209989][url=http://4stor.com/SDs1][img]http://4stor.com/images/SDs1.png[/img][/url] Continue the red footer texture thing up the wall there?[/QUOTE] That would look much nicer, and really isn't that hard to pull off.
  • [QUOTE=Robotboy655;35210206]You probably can. Add grass displacement to the skybox so it covers that area? Not sure if it will work though.[/QUOTE] The world draws in front of the skybox, so it will just end up making it look worse. [QUOTE=Darkassassin0;35210568][QUOTE=GameDev;35210418]Quick reminder about that concrete area[/QUOTE] this one? [t]http://i.imgur.com/erI1d.jpg[/t][/QUOTE] I guess I'll add that, what should it be like inside? [QUOTE=hexpunK;35210645]That would look much nicer, and really isn't that hard to pull off.[/QUOTE] Just finished it.
  • [QUOTE=highvoltage;35210827]The world draws in front of the skybox, so it will just end up making it look worse. I guess I'll add that, what should it be like inside? Just finished it.[/QUOTE] It should be like to te left of the spawn on the original construct.
  • [QUOTE=highvoltage;35210827]The world draws in front of the skybox, so it will just end up making it look worse.[/QUOTE] couldent you do this? [img]http://cloud.steampowered.com/ugc/488879030308760646/ECC2FD8C9B03BC733DCCE672AC3F3EDEF609BED1/[/img] just extend the grass brush (or other mat) in the skybox?
  • [QUOTE=Katazuro;35210844][vid]http://dl.dropbox.com/u/15781683/gm_construct_13%202012-3-19%2019-10-11.webm[/vid][/QUOTE] Thank you for taking your time and making a video showing every known bug that have all either been fixed (Almost all of them just 8 posts above you) or already addressed before. [editline]19th March 2012[/editline] [QUOTE=Darkassassin0;35210958]couldent you do this? [img]http://cloud.steampowered.com/ugc/488879030308760646/ECC2FD8C9B03BC733DCCE672AC3F3EDEF609BED1/[/img] just extend the grass brush (or other mat) in the skybox?[/QUOTE] That will look really bad seeing as there isn't going to be grass in the skybox [editline]19th March 2012[/editline] [QUOTE=Zombie man70;35210938]It should be like to te left of the spawn on the original construct.[/QUOTE] So with the unfinished plaster walls and concrete floor and ceiling?
  • [QUOTE=highvoltage;35210959]That will look really bad seeing as there isn't going to be grass in the skybox[/QUOTE] im just trying to think of a way to get around that bug is all. [editline]march 19 2012[/editline] you dont have to use a grass mat you could use any mat but i think your point was there would be no mat on the ground outside the wall so... what if you mated the out side of the stairs in debugwhite then added a slight blue tinge to it? it would at least make it less notice able. [editline]march 19 2012[/editline] is it just me or is it boring having the same building echoed 20x in the skybox? [t]http://cloud.steampowered.com/ugc/488879030309001571/5CDC93748D4874CBE38D0C5C101126500FD77C46/[/t] [editline]march 19 2012[/editline] [img]http://cloud.steampowered.com/ugc/488879030309078825/D0AE63B0B178A4BE6CF13E5945AA003A36C2A2A7/[/img] was it ruled out to: move <blue> over shorten <red> and extend <black> ???
  • One of the best maps I've seen. Not that my opinion carries any weight, of course. I don't have much experience in these things.
  • [QUOTE=Robotboy655;35210206]You probably can. Add grass displacement to the skybox so it covers that area? Not sure if it will work though.[/QUOTE] I second this. The construct skybox desperately needs a "floor" of some kind, has since version one.
  • [QUOTE=Darkassassin0;35211117]im just trying to think of a way to get around that bug is all. [editline]march 19 2012[/editline] you dont have to use a grass mat you could use any mat but i think your point was there would be no mat on the ground outside the wall so... what if you mated the out side of the stairs in debugwhite then added a slight blue tinge to it? it would at least make it less notice able. [editline]march 19 2012[/editline] is it just me or is it boring having the same building echoed 20x in the skybox? [t]http://cloud.steampowered.com/ugc/488879030309001571/5CDC93748D4874CBE38D0C5C101126500FD77C46/[/t] [editline]march 19 2012[/editline] [img]http://cloud.steampowered.com/ugc/488879030309078825/D0AE63B0B178A4BE6CF13E5945AA003A36C2A2A7/[/img] was it ruled out to: move <blue> over shorten <red> and extend <black> ???[/QUOTE] There isn't many skybox models to choose from.. so it either that or almost empty And separating the buildings looked bad. There is no need for an ally in between them. [QUOTE=joshjet;35211140]One of the best maps I've seen. Not that my opinion carries any weight, of course. I don't have much experience in these things.[/QUOTE] Your opinion carried enough weight to warm my heart :3 [QUOTE=kaine123;35211186]We need a 3d skybox![/QUOTE] It is 3d...
  • [QUOTE=highvoltage;35210101] I can't do anything about that and the same thing happened in the original construct. [/QUOTE] Occluder. [QUOTE=highvoltage;35211338] And separating the buildings looked bad. There is no need for an ally in between them. [/QUOTE] It looked much better.
  • [QUOTE=vexx21322;35211360]Occluder.[/QUOTE] Will it work if I place it out in the void though? Change loge updated: [url=https://docs.google.com/document/d/1L8e0H2DJ9JBnfI2_4ABoPwV7mIEvkvmWH9zWoyTUKgc/edit][img]http://dl.dropbox.com/u/34886768/Pictures/Changelog.png[/img][/url]