• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • Avatar of Colton Rappe
  • [QUOTE=vexx21322;35415559]Could also simulate light bounce with a light entity at a very low brightness. if used right, it looks good.[/QUOTE] We are tidying up the lights a little, making them not flicker anymore, and such, but I cannot stress it enough that we would like the community to stop reporting bugs and issues with the map for now, we are very near publishing the Community Contest VMFs to the internet for everyone to get started with. That is our primary focus right now, not fixing parts of the map that might be replaced with something better from the community contest. (The tunnels, possibly). HighVoltage will inform everyone of when the VMF's are available.
  • Avatar of Darkassassin0
  • [QUOTE=Aurora93;35417724]so you're setting up the map as just a series of func_instances?[/QUOTE] no there isolating areas of the map into separate .vmf's for the community to work on.
  • Avatar of Aurora93
  • [QUOTE=Darkassassin0;35417797]no there isolating areas of the map into separate .vmf's for the community to work on.[/QUOTE] func_instance is an entity that recreates sections from other VMFs as if the part of the VMF already existed in the map in the first place. effectively by setting sections of the map up as func_instances, one could easily "swap" between different VMF entries instead of having to delete and replace brushwork in the main VMF manually [editline]3rd April 2012[/editline] of course you might have to set up a few temporary nodraws and some other essential entities to make the "mini-VMFs" compilable and testable, but that's really nothing
  • Avatar of HighVoltage
  • I have finished sectioning off and uploading the .vmfs of various parts of the map for anyone to modify and improve on. This is going to be like a small contest, starting right now and ending at [B]11:59 PM[/B] on [B]April 10th[/B], people will be able to submit their modified .vmf(s). Then a series of voting will take place in this thread. All entries for each section will have their own post and voting will be done through the rating system and will last 48 hours to ensure as many votes as possible. The community will then get to choose their favourites (whether it be any of the new ones or how it was orginally) and if the votes are too close then a compromise will be made (combining top choices, or something similar). I will then merge the winners to the actual map and post it so everyone can see how it turned out. If a section is greatly disliked then a re-vote may be considered. So, [h2]Here are sections that you can modify along with some rules/limits:[/h2] [quote][B]Underground bunker[/B] -The room can't go any higher then the ceiling that is already there. -It can be as wide and long as you want as long as it fits between the tunnels and the floating walls at the side and back. -Can go pretty much as deep as you want. -Your may change the tunnel walls if you want to add/remove doors and windows. [URL=http://www.mediafire.com/?npclyanx8m38wb9]Download[/URL] [B]Skyscraper[/B] -Your only size limit is the walls of the building itself. -You may modify the walls themselves as long as the shape and preferably outer textures stay the same (eg. Adding openings to the baloneys is okay) -I have included the end of the tunnel because I have yet to build a staircase to the interior of the building. You don't have to include them but it was the original plan. -One possible idea that I had was to make the top open somehow and design the inside for building rockets, kind of like a missile silo. [URL=http://www.mediafire.com/?5leztkgisk9axnn]Download[/URL] [B]Submarine room[/B] -The isn't much of a size limit as everything but the water passage is out of the map. -Feel free to modify the water passage, tunnel and displacements. -The water level cannot be moved and making the water lower in the room as already been explained to cause problems. [URL=http://www.mediafire.com/?oeld5dd5l8sxn2u]Download[/URL] [B]3D Skybox[/B] -The sky is the limit (:v:) -I included a bare bones version of the map itself so you can see how it would look from the map itself. -I also included a skybox scale edge of the map in the skybox so you can get an idea where everything can go. [URL=http://www.mediafire.com/?b7xomgdr3kc432j]Download[/URL] [B]Top of darkroom stairs[/B] -I included this because a few people wanted another room there. -Not much of a size limit because its outside of the map, but remember that you run the risk of it being seen in the skybox. [URL=http://www.mediafire.com/?8c8j5s2v9oldz2r]Download[/URL] [B]Tunnel from spawn building to apartment[/B] -Pretty basic, includes because it needs improvement. [URL=http://www.mediafire.com/?mmvjvi1y5zv7g3j]Download[/URL] [B]Overall rules and guidelines[/B] -No custom textures or models. I'm not sure how open Garry is to adding them too the game and any attempts of packing them into the map ended in game breaking glitches. -Make sure to only use textures and models that are default to HL2 and won't be overwritten if you mount TF2 first or something. -Try to keep the construct feeling. I know I failed this with the Silent Hill like tunnels. (I'm going to fix this) We don't want the rooms to be a huge contrast from the rest of them map. -I think that's pretty much it..[/quote] These rules aren't final and will probably change over the next few days
  • Avatar of BLOODGA$M
  • Regarding the "elevator holes" that were removed from the building interiour, in my experience with the current map it's easy to make a decent elevator system using the balconies that already there, and my opinion is that the removal of the holes makes the floor plan more consistent and makes each floor feel more "private", which I like.
  • Avatar of Dr.Cola
  • The mirror, the door leading to the colour room and the walls for the colour room are apparently movable [thumb]http://cloud.steampowered.com/ugc/559812102283937872/F480D799F5764203279D770376CB7B9BB0FCEDDC/[/thumb] [thumb]http://cloud.steampowered.com/ugc/559812102283940054/8FE8986D5EB5469B2ECA81C4691228E2CDB2CC3F/[/thumb] [thumb]http://cloud.steampowered.com/ugc/559812102283940771/A454896422848E26EA8DDB9222F2E85EA288D137/[/thumb]
  • Avatar of HighVoltage
  • [QUOTE=Dr.Cola;35424186]The mirror, the door leading to the colour room and the walls for the colour room are apparently movable [thumb]http://cloud.steampowered.com/ugc/559812102283937872/F480D799F5764203279D770376CB7B9BB0FCEDDC/[/thumb][thumb]http://cloud.steampowered.com/ugc/559812102283940054/8FE8986D5EB5469B2ECA81C4691228E2CDB2CC3F/[/thumb][thumb]http://cloud.steampowered.com/ugc/559812102283940771/A454896422848E26EA8DDB9222F2E85EA288D137/[/thumb][/QUOTE] Strange, I cannot confirm this.
  • Thanks for the VMFs! Gonna work on the skybox! [editline]4th April 2012[/editline] Done the skybox, gonna see what it looks like in-game Here's a link of JUST the skybox. [OLD LINK REMOVED] [editline]4th April 2012[/editline] Latest version of my Skybox: VMF: [url]http://www.mediafire.com/?4l2z4zon8t3p7ue[/url] BSP: [url]http://www.mediafire.com/?9chkqtd91noswc9[/url]
  • [QUOTE=PenguinGuy;35425890]Thanks for the VMFs! Gonna work on the skybox! [editline]4th April 2012[/editline] Done the skybox, gonna see what it looks like in-game Here's a link of JUST the skybox. [OLD LINK REMOVED] [editline]4th April 2012[/editline] Latest version of my Skybox: VMF: [url]http://www.mediafire.com/?4l2z4zon8t3p7ue[/url] BSP: [url]http://www.mediafire.com/?9chkqtd91noswc9[/url][/QUOTE] Could you just post a screenshot/image of the skybox?
  • [QUOTE=phabeZ;35426933]Could you just post a screenshot/image of the skybox?[/QUOTE] Will do, but the lighting isn't the same as in the map, I think HV changed it so people can't see the values they use! [url]http://i.imgur.com/4SxdU.jpg[/url] Not fully finished, got some cutting to do and fixing of the displacement! (Update coming soon) [editline]4th April 2012[/editline] UPDATE: BSP: [url]http://www.mediafire.com/?c3ucmyacusn4hkm[/url] Not much different, just fixed disappearing buildings displacements and camera! ( ALL OF THESE ARE COMPILED ON FAST!!!! I WILL NOT CHANGE THIS BECAUSE IT TAKES 2 MILLION YEARS ON NORMAL!!!!!! )
  • Avatar of HighVoltage
  • I didn't change any of the lighting settings, they are exactly the same as the actual map. [QUOTE=GameDev;35424882]make a keyvalue gmod_allowphysgun and set it to 0[/QUOTE] I already did that, which is why its strange.
  • Avatar of Rubat
  • [QUOTE=highvoltage;35428383] I already did that, which is why its strange.[/QUOTE] Maybe Dr.Cola is just not using sandbox?
  • Avatar of Dorkslayz
  • The map looks like it's getting along wonderfully, however I think you should add some sort of door (or tunnel even, would be cooler) to get from the what appears to be a boat building section to the main lake on the map.
  • Avatar of HighVoltage
  • [QUOTE=Robotboy655;35428554]Maybe Dr.Cola is just not using sandbox?[/QUOTE]-snip wrong topic- There might be scripts bypassing it
  • Avatar of Dr.Cola
  • [QUOTE=highvoltage;35428667]A lack of HDR might also make it seem different.[/QUOTE] I am on sandbox, but it's on multiplayer too if that could make any difference.
  • [QUOTE=highvoltage;35424303]Strange, I cannot confirm this.[/QUOTE] Yeah this happens on a lot of servers with movable doors and elevators some how the map brakes and everything is movable and nobody ever nows what causes this
  • Avatar of HighVoltage
  • [QUOTE=kill for fun;35429112]Yeah this happens on a lot of servers with movable doors and elevators some how the map brakes and everything is movable and nobody ever nows what causes this[/QUOTE] I think maybe some script is bypassing it either by accident or on purpose.
  • Is this also a bug in gmod 12? I vaguely remember being able to mess up some stuff before, but I figured it was the mapper's problem, not a bug in gmod.
  • Avatar of mil0001
  • [QUOTE=highvoltage;35429259]I think maybe some script is bypassing it either by accident or on purpose.[/QUOTE] Probably prop protection script like FPP or SPP. If your owner or admin it will probably let you move everything.
  • Avatar of jackool
  • [QUOTE=mil0001;35432862]Probably prop protection script like FPP or SPP. If your owner or admin it will probably let you move everything.[/QUOTE] Yeah this is most likely exactly why, all prop protection addons allow owners to pick up anything unless it's toggled off.
  • Avatar of HighVoltage
  • [QUOTE=mil0001;35432862]Probably prop protection script like FPP or SPP. If your owner or admin it will probably let you move everything.[/QUOTE] After messing around in the map for a bit it seemed like if you load the map a bunch of times you gain the ability to move objects with the gmod_allowphysgun keyvalue set to zero. And even after changing the map to gm_Blackmesa_Sigma I noticed that I could move the lifts and doors there too, when you couldn't before. So I think it might be a bug in Garrys Mod itself.
  • Avatar of Zoshi235
  • I can confirm that Physgunning the doors, walls and mirror is possible, but only in Multiplayer. The fact that you can also physgun other players in Multiplayer tells me that it's Garry's fault, not yours. [VID]http://puu.sh/nXgp[/VID]
  • [QUOTE=highvoltage;35433112]After messing around in the map for a bit it seemed like if you load the map a bunch of times you gain the ability to move objects with the gmod_allowphysgun keyvalue set to zero. And even after changing the map to gm_Blackmesa_Sigma I noticed that I could move the lifts and doors there too, when you couldn't before. So I think it might be a bug in Garrys Mod itself.[/QUOTE] Report this to Garry please :)
  • Avatar of mil0001
  • I kind of thought up this idea for the submarine room. I fail at mapping but someone should take this idea and make it HOT. When pressing the button it lifts a big platform out of the water. Since we can't move the water... we can move the ground :) [IMG]http://img11.imageshack.us/img11/8121/constructsubmarineroom0.jpg[/IMG]
  • Avatar of MacD11
  • I have been thinking about what i want to do for this project, and im wondering, would remaking Red Faction's glass house be okay? [media]http://www.youtube.com/watch?v=5XRfm8Ng0l8[/media] My idea for it is it would looks the same and/or similar, and the main idea for it is to show what source can do as well as provide something fun for people to goof around with with their weapons. It would either feature fake DMM glass and wood, fake DMM wood and func_breakable_surf glass, or completely indestructible wood with func_breakable_surf glass. I'm not sure what room this would be in, haven't looked at the vmfs yet (currently making a TF2 map), but if its possible and/or liked i will work on it, even if im relatively new to mapping. I also have ideas to make the bunker room an "aquarium room" and to make the room by the dark room stairs the old color room, but im not sure. [sp]of course there wouldn't be destructible ground, if your wondering. :P[/sp] Not understanding what the disagrees mean...
  • Avatar of danielmm8888
  • [QUOTE=Zoshi235;35433254]I can confirm that Physgunning the doors, walls and mirror is possible, but only in Multiplayer. The fact that you can also physgun other players in Multiplayer tells me that it's Garry's fault, not yours. [VID]http://puu.sh/nXgp[/VID][/QUOTE] Can you try doing it with ASSMod disabled?
  • Avatar of Zoshi235
  • [QUOTE=danielmm8888;35434118]Can you try doing it with ASSMod disabled?[/QUOTE] I'll ask my buddy Mr Blue next time he plays.
  • Avatar of Dredile
  • Im helping High Voltage remake the inner halls, ive come up with a design that i think is good, (im mapping it out at the moment) ill post a pic in a bit to see if you guys like it.