• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • Not sure if these were noted yet, but i think you've got some strange triangular shaped issues with the tunnel area's floors and ceilings [t]http://img19.imageshack.us/img19/9420/gmconstruct130044.jpg[/t] [t]http://img534.imageshack.us/img534/6581/gmconstruct130043.jpg[/t] [t]http://img844.imageshack.us/img844/4773/gmconstruct130041.jpg[/t] [t]http://img835.imageshack.us/img835/4311/gmconstruct130039.jpg[/t] Also, it seems weird that players can nudge themselves between the two windows [t]http://img840.imageshack.us/img840/4028/gmconstruct130037.jpg[/t] As a suggestion, would it be too much to add terrain and have it so that it makes the skybox buildings and trees not look like they're floating?
  • [QUOTE=Colton Rappe;35347873]Zoshi, I cannot possibly comprehend why you are having those door issues, I have absolutely no idea, at all, why that is happening to you. I am going to retexture all sides of the door, both the func_door and func_brush, and if I see another screenshot of you seeing the obsolete door texture that we removed several versions ago, I am going to slap your computer upside the head because the only explanation at that point is that your map is out of date if that happens.[/QUOTE] Next update, post a screenshot of something that has changed drastically between the current version and the next so I can see if my map is actually updating. You're probably going to do that anyway, so it shouldn't be too much of a hassle. I know for a fact that things are and have been changing between versions on my computer, the door just refuses to change.
  • [QUOTE=Blitz967;35347739]Silly superadamwo. Bigger is better![/QUOTE] That's what we like to call flatgrass.
  • [QUOTE=Damieok;35348983]That's what we like to call flatgrass.[/QUOTE]I wonder, will Flatgrass be updated to have a better sky/ground texture?
  • [QUOTE=Masterlegodude;35349133]I wonder, will Flatgrass be updated to have a better sky/ground texture?[/QUOTE] I hope so. I like this one a lot [URL="http://www.garrysmod.org/downloads/?a=view&id=116316"]http://www.garrysmod.org/downloads/?a=view&id=116316[/URL] maybe it could be included but I doubt it. Edit: They should also raise the flatgrass height
  • For the giant room people are talking about, if it was possible a massive fan blowing shit around could be heaps cool and follow the theme of rooms with cool purposes. I think the arena idea wouldn't be to great, as the way I see it all the rooms have video making related properties and an arena isnt really good for videos. Anyway thats just my opinion.
  • [QUOTE=Damieok;35349241]I hope so. I like this one a lot [URL="http://www.garrysmod.org/downloads/?a=view&id=116316"]http://www.garrysmod.org/downloads/?a=view&id=116316[/URL] maybe it could be included but I doubt it.[/QUOTE]Hah, that's the map that inspired me to ask that question :D [QUOTE=Damieok;35349241]Edit: They should also raise the flatgrass height[/QUOTE]What's wrong with Flatgrass' height?
  • [QUOTE=Masterlegodude;35349662]Hah, that's the map that inspired me to ask that question :D What's wrong with Flatgrass' height?[/QUOTE] It's kinda low in comparison to the maps floor space, I always crash my planes into it :v:
  • [QUOTE=Colton Rappe;35347873]7. DarkAssassin07: Stop posting bug reports for areas that are only accessible via noclip. It is understandable to report bugs for areas that should not be bugged, but flying into noclip, reporting bugs about the world screwing up, that is not our fault, that is the source engine's fault for how it works, and everyone already knows that if you fly into noclip, wierd shit happens. Again, stop reporting bugs about the lake and noclip areas.[/QUOTE] Noclip has never bugged for me, and I do a lot of noclipping. Are you sure this isn't your map's fault? Also, this is supposed to be the primary build/mess around map for the game. You can't expect people not to noclip in it.
  • What would you guys prefer to replace the pointless underground room, A 0 gravity room roughly the same size or a 2-3 story tall room almost the entire length of the tunnel next to it?
  • [QUOTE=highvoltage;35351083]What would you guys prefer to replace the pointless underground room, A 0 gravity room roughly the same size or a 2-3 story tall room almost the entire length of the tunnel next to it?[/QUOTE] Anti gravity room all the way. I assume it wouldn't affect players. That would probably require sv_cheats. Speaking of that room, I noticed that while running across the field, I am getting bumped up slightly in spots by that hallway. Lowering it another step should fix that. [QUOTE=Lexic;35349824]Noclip has never bugged for me, and I do a lot of noclipping. Are you sure this isn't your map's fault? Also, this is supposed to be the primary build/mess around map for the game. You can't expect people not to noclip in it.[/QUOTE] Yes, we are sure. The world blurring is findable in just about every map ever made, in fact just about every game ever made. Some maps/games more than others. I first noticed it in Blockland, when the camera clips through certain walls. And we're not expecting you to not use noclip.
  • An antigravity room would be sweet, but I could imagine some issues that might arise from it. Having the pit would certainly be simpler, but not as cool. Try the antigravity room first and if it doesn't work, fall back to the really big pit.
  • My thought is to make a brush entity in lua that disables gravity on anything that enters it and re-enables it on exit and then have garry add the brush entity by default in gmod. Because trigger_gravity only works on players.
  • [QUOTE=highvoltage;35351083]What would you guys prefer to replace the pointless underground room, A 0 gravity room roughly the same size or a 2-3 story tall room almost the entire length of the tunnel next to it?[/QUOTE] 0 gravity would be cool
  • [QUOTE=highvoltage;35351234]My thought is to make a brush entity in lua that disables gravity on anything that enters it and re-enables it on exit and then have garry add the brush entity by default in gmod. Because trigger_gravity only works on players.[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Trigger_vphysics_motion[/url]
  • [QUOTE=Jinto;35351823][url]https://developer.valvesoftware.com/wiki/Trigger_vphysics_motion[/url][/QUOTE] Neato. According to this, you can make objects floating in a zero gravity zone made by this entity emit particles. That might look cool.
  • There seems to be a few issues with trigger_vphysics_motion [vid]http://puu.sh/n2E7[/vid] My videos don't seem to have sound after I record them :/ [editline]30th March 2012[/editline] Anyways, off to bed
  • [QUOTE=Masterlegodude;35348383] Also, it seems weird that players can nudge themselves between the two windows [t]http://img840.imageshack.us/img840/4028/gmconstruct130037.jpg[/t] [/QUOTE] [h2]Fixed.[/h2] [b]Added playerclip brushes flush with the wall so players cannot "nudge" themselves in the bunker windows nor the spawnpoint building windows.[/b] [t]http://dl.dropbox.com/u/61416410/playerclippage.JPG[/t]
  • [QUOTE=Colton Rappe;35353166][h2]Fixed.[/h2] [b]Added playerclip brushes flush with the wall so players cannot "nudge" themselves in the bunker windows nor the spawnpoint building windows.[/b] [t]http://dl.dropbox.com/u/61416410/playerclippage.JPG[/t][/QUOTE] Actually, I'm not really sure if the clips are right for a map like construct. It would if there was actual gameplay. [editline]30th March 2012[/editline] [QUOTE=highvoltage;35352540]There seems to be a few issues with trigger_vphysics_motion [vid]http://puu.sh/n2E7[/vid] My videos don't seem to have sound after I record them :/ [editline]30th March 2012[/editline] Anyways, off to bed[/QUOTE] The airboat does that because the way it was programmed.
  • [QUOTE=vexx21322;35353656]Actually, I'm not really sure if the clips are right for a map like construct. It would if there was actual gameplay. [/QUOTE] The clips only affect you, npcs ignore it, and props and entities ignore it. The only downside to adding them is that you cant "nudge" yourself in the windows. (Which isn't a downside at all.)
  • [QUOTE=Colton Rappe;35353828]The clips only affect you, npcs ignore it, and props and entities ignore it. The only downside to adding them is that you cant "nudge" yourself in the windows. (Which isn't a downside at all.)[/QUOTE] I do know one person who made a dive script and showed a video of him diving through the window openings. This would affect him. Since this is meant for a sandbox map, there shouldn't be any restrictions like this.
  • I'm new to the whole mapping thing, but I was wondering about all this visleaf stuff.. I know how visleafs work and that they are telling the renderer which stuff it may or may not have to show the player, but it confuses me when I do mat_leafvis 3 and look around. [img_thumb]http://dl.dropbox.com/u/5061840/gmod/gm_construct_130000.jpg[/img_thumb] Why would these two boxes be divided up? the lines don't seem to be connected to any geometry that might split it up, so I don't know why these in particular would be split, it's not like they have much difference in the way of view angle or something or else wouldn't more boxes be cut like this to accommodate? [img_thumb]http://dl.dropbox.com/u/5061840/gmod/gm_construct_130001.jpg[/img_thumb] this seems like a ton of cutting up to me, I was wondering why the engine would need this many visleafs, just from a mapping novice's standpoint. (I understand that the regular cubes of 512 width and length are automatically generated, but I was wondering about all those other little shapes) [img_thumb]http://dl.dropbox.com/u/5061840/gmod/gm_construct_130002.jpg[/img_thumb] This in particular seems a bit unnecessary to me, I know the hypotenuse of the triangle is from the wall below me, but is it necessary to chop that up? just as an example would it make it technically more efficient to make that diagonal wall a playerclip and get rid of this visleaf or would it be more efficient to leave it there? maybe knowing that will help me understand better. (I don't know how much of these leafs were created by the mappers or by the compiler, so if it seems like I'm complaining, I'm not, I'm just trying to learn more about how the leafs work and why they generate like they do.) I guess this is what my question is: Is it better/more efficient to have more visleaf divisions or is it better to have less?
  • [QUOTE=Colton Rappe;35353828]The only downside to adding them is that you cant "nudge" yourself in the windows. (Which isn't a downside at all.)[/QUOTE] Why is it not a downside?
  • [img_thumb]http://dl.dropbox.com/u/5061840/gmod/gm_construct_130003.jpg[/img_thumb] I think varying up the sand line in this area would make it look a bit less silly, at the moment it's too flat and perfect. [img_thumb]http://dl.dropbox.com/u/5061840/gmod/gm_construct_130005.jpg[/img_thumb] The more I look at these buildings the sillier they look, is there any way I could borrow the map source so that I can mess around with the buildings? I could decompile I guess, but it would be more fun to mess around in the real file and see how everything works.
  • [QUOTE=Colton Rappe;35354481]That was garry's decision. Sorry[/QUOTE] your driving me in sane with this... garry said to make it flat as in the [b]terrain[/b] all hes asking (this has been mentioned 4 times btw) it to change the [b]texture[/b]. just the line of where sand meets grass. instead of having a grass line like this: [img]http://s17.postimage.org/ik5fsunrh/exibit_A.png[/img] have something like this: [img]http://s17.postimage.org/qffz7nxe5/exibit_b.png[/img] so it looks less like you used a ruler to make it and yes i made the pics in 10 secs in ms paint
  • You know what would be cool? If the ground near the water was like a beach with sand textures. And pine trees on that sand.
  • [QUOTE=Darkassassin0;35355117]your driving me in sane with this... garry said to make it flat as in the [b]terrain[/b] all hes asking (this has been mentioned 4 times btw) it to change the [b]texture[/b]. just the line of where sand meets grass. instead of having a grass line like this: [img]http://s17.postimage.org/ik5fsunrh/exibit_A.png[/img] have something like this: [img]http://s17.postimage.org/qffz7nxe5/exibit_b.png[/img] so it looks less like you used a ruler to make it and yes i made the pics in 10 secs in ms paint[/QUOTE] But then people complain when there is grass in the water. We cant make the sand go further up without either moving the displments back or making the next displacement a grass/sand texture instead of the 2 toned grass texture.
  • [QUOTE=highvoltage;35355624]But then people complain when there is grass in the water. We cant make the sand go further up without either moving the displments back or making the next displacement a grass/sand texture instead of the 2 toned grass texture.[/QUOTE] You don't have to move the grass into the water, just vary the distance the grass is from the water line; mix it up a bit.
  • [QUOTE=highvoltage;35351083]What would you guys prefer to replace the pointless underground room, A 0 gravity room roughly the same size or a 2-3 story tall room almost the entire length of the tunnel next to it?[/QUOTE]Although it does seem pointless, it does give players more room to do stuff and fun around in A zero gravity room would be interesting, but i never really bothered with those gravity modifying rooms in the gm_falleritus maps, they were neat but watching vehicles, ragdolls and props float about was only interesting for a short period of time