• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • Avatar of bliptec
  • [QUOTE=GameDev;35640032]Those cards look incredibly nice they are cards right[/QUOTE] Uhhh, I'm not a mapper but this might answer your question: [img]http://i.imgur.com/yizvz.png[/img] This is what Stinger sent me to explain the concept.
  • Avatar of HighVoltage
  • [QUOTE=Stinger21;35638824]In light of these news, I threw this together: [img]http://i.imgur.com/Ainup.png[/img] [img]http://i.imgur.com/jnNjf.png[/img] I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb. Very much inspired by gm_construct2008[/QUOTE] I forgot to mention that this is amazing! What does it look like from higher up?
  • Avatar of DarthTealc
  • I really like the skybox Stinger21! I prefer it without the industrial pipes, but either way is awesome.
  • Avatar of Frodo Baggins
  • I quite like the look of the pipes. Also yeah it would be nice to add some more buildings to the skybox.
  • Avatar of Joe Mantis
  • It is very nice, but I think the map allows the player to get high enough to ruin the effect of cards? Maybe have cards at the very far back of the 3d skybox, and render a special texture to place as a displacement. That way it will look good from any angle.
  • Avatar of vexx21322
  • [QUOTE=Stinger21;35638824]In light of these news, I threw this together: [img]http://i.imgur.com/Ainup.png[/img] [img]http://i.imgur.com/jnNjf.png[/img] I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb. Very much inspired by gm_construct2008[/QUOTE] Hot damn, this is the last thing I expected to help make the map look amazing, but it does. Nice work.
  • Avatar of Stinger21
  • I will definitely be putting more detail and effort into the skybox. as I said, those were hastily thrown together as an idea. There's a problem though. The texture I used is based on (copied and photoshopped slightly) Is from EP2. So either I go scouting for equivalent royalty-free photos (Probably very hard to find, the EP2 textures are PERFECT) or we assume VAVLe are nice and don't call us out on it. edit: I have an idea, What about having a room where gravity can be toggled/changed. here's what I mean: [url]http://www.youtube.com/watch?v=Px7rHLizXbY[/url] It's amazingly fun to just play around with, something I think people playing on gm_construct will appreciate.
  • Avatar of Darkassassin0
  • [QUOTE=Stinger21;35645396] I have an idea, What about having a room where gravity can be toggled/changed. here's what I mean: [url]http://www.youtube.com/watch?v=Px7rHLizXbY[/url] It's amazingly fun to just play around with, something I think people playing on gm_construct will appreciate.[/QUOTE] This idea was brought up before, but voted down because it was so buggy.
  • Avatar of Stinger21
  • [QUOTE=Darkassassin0;35647925]This idea was brought up before, but voted down because it was so buggy.[/QUOTE] I've almost never encountered any bugs with the "trigger_vphysics_motion" entity. As long as it's only enabled for physics objects and not players it should work amazingly (the video I linked) [QUOTE=highvoltage;35642289] What does it look like from higher up?[/QUOTE] From high above it becomes really obvious that they are just cards. Bit it also becomes really obvious that the buildings are also card-ish.
  • I implemented sphere physics objects for the AR2 balls to stop crashing, although they get stuck in air for some reason Interesting EDIT: Oh god wrong thread fuck
  • Avatar of code_X
  • could you optimize the tunnels a little by adding invisible "walls" around the corners of the pillars, so players dont get stuck on the pillars while walking (and not look where they are walking to)? I drawed this to show what I mean (its the view of tunnels from top): [URL=http://imageshack.us/photo/my-images/204/cornerwalls.png/][IMG]http://img204.imageshack.us/img204/8326/cornerwalls.png[/IMG][/URL]
  • Avatar of Colton Rappe
  • [QUOTE=code_X;35650240]could you optimize the tunnels a little by adding invisible "walls" around the corners of the pillars, so players dont get stuck on the pillars while walking (and not look where they are walking to)? I drawed this to show what I mean (its the view of tunnels from top): [URL=http://imageshack.us/photo/my-images/204/cornerwalls.png/][IMG]http://img204.imageshack.us/img204/8326/cornerwalls.png[/IMG][/URL][/QUOTE] It was suggested by HighVoltage and myself and various community members already. It was voted down over time. Making this modification becomes less of an issue more so because the tunnels are wider now. [editline]20th April 2012[/editline] [QUOTE=Stinger21;35638824]In light of these news, I threw this together: [img]http://i.imgur.com/Ainup.png[/img] [img]http://i.imgur.com/jnNjf.png[/img] I always though the original gm_construct skybox was pretty bland and uninteresting to look at. This is just an idea, nothing final. But I think having a 3D skybox with terrain would be nice. The total filesize of the one custom texture used to achieve this is 1 mb. Very much inspired by gm_construct2008[/QUOTE] I also forgot to mention that this looks gorgeous.
  • Avatar of GameDev
  • [QUOTE=Colton Rappe;35650494]It was suggested by HighVoltage and myself and various community members already. It was voted down over time. Making this modification becomes less of an issue more so because the tunnels are wider now.[/QUOTE] I don't understand why we wouldn't add something that only helps more
  • Avatar of endorphinsam
  • [QUOTE=9r2cHUst;35648578]I implemented sphere physics objects for the AR2 balls to stop crashing, although they get stuck in air for some reason Interesting[/QUOTE] Wrong thread?
  • [QUOTE=GameDev;35652400]I don't understand why we wouldn't add something that only helps more[/QUOTE] How about you optimize your brain and not run into pillars like a dumb person...Joking :P
  • Avatar of Darkassassin0
  • [QUOTE=code_X;35650240]could you optimize the tunnels a little by adding invisible "walls" around the corners of the pillars, so players dont get stuck on the pillars while walking (and not look where they are walking to)? I drawed this to show what I mean (its the view of tunnels from top): [URL=http://imageshack.us/photo/my-images/204/cornerwalls.png/][IMG]http://img204.imageshack.us/img204/8326/cornerwalls.png[/IMG][/URL][/QUOTE] Just thought i'd point this out, the "Invisible walls" are called player clips.
  • Avatar of GameDev
  • [QUOTE=kill for fun;35653406]How about you optimize your brain and not run into pillars like a dumb person...Joking :P[/QUOTE] You're so witty. Player clip is for [i]players[/i]. The best it will do is keep people from snagging on them, and props will go right through it. [sub]I also hope that the pillars are func_detailed.[/sub]
  • Avatar of Stinger21
  • [QUOTE=highvoltage;35642289] What does it look like from higher up?[/QUOTE] It looks like cards. and buildings. Added more buildings and background objects. also made the "cards" more complex. I think the last picture kinda ruins the effect though. [img]http://i.imgur.com/OKyiQ.jpg[/img] [img]http://i.imgur.com/9ON3J.jpg[/img] [img]http://i.imgur.com/inGvc.jpg[/img]
  • Avatar of bliptec
  • [QUOTE=Stinger21;35656139]It looks like cards. and buildings. Added more buildings and background objects. also made the "cards" more complex. I think the last picture kinda ruins the effect though. [img]http://i.imgur.com/OKyiQ.jpg[/img] [img]http://i.imgur.com/9ON3J.jpg[/img] [img]http://i.imgur.com/inGvc.jpg[/img][/QUOTE] Sexy [b]Edit:[/b] Since you actually wanted feedback: the walls could use depth. Either that or merge the skybox with the map better.
  • Avatar of MacD11
  • [QUOTE=Stinger21;35656139]It looks like cards. and buildings. Added more buildings and background objects. also made the "cards" more complex. I think the last picture kinda ruins the effect though. [img]http://i.imgur.com/OKyiQ.jpg[/img] [img]http://i.imgur.com/9ON3J.jpg[/img] [img]http://i.imgur.com/inGvc.jpg[/img][/QUOTE] That skybox is amazing, please continue working on this!
  • [QUOTE=Stinger21;35656139]It looks like cards. and buildings. Added more buildings and background objects. also made the "cards" more complex. I think the last picture kinda ruins the effect though. [img]http://i.imgur.com/OKyiQ.jpg[/img] [img]http://i.imgur.com/9ON3J.jpg[/img] [img]http://i.imgur.com/inGvc.jpg[/img][/QUOTE] If it's not too much to ask, do you think you could use different cards for each hill? I'm not sure on the availability of different, but matching hills, but the repetition of the hills I find annoying, and while it may not be [i]very[/i] noticeable here (though you can notice it if you try), on the most played GMod map I'm sure people would begin to notice it, and it's kind of a "can't unsee" scenario. Of course it's not a big deal at all really, but if you can use a little more variation, or perhaps rotate the textures around a bit so it's not as noticeable, it'd be great.
  • Avatar of sirdownloadsalo
  • [QUOTE=kill for fun;35653406]How about you optimize your brain and not run into pillars like a dumb person...Joking :P[/QUOTE] How about you optimize your posts to not show how much of a dumb-fuck you are... Not joking.
  • Avatar of sirdownloadsalo
  • [QUOTE=Darkassassin0;35658306]Any one else here sick of flame wars starting in this thread??[/QUOTE] No? Why would anyone ever be sick of that.
  • Avatar of DarthTealc
  • I had an idea for additional access to the water room. Ignore the streaking sky and invisible water - Somehow I managed to stuff up the compile - but it still demonstrates what I'm trying to convey. [vid]http://puu.sh/qGZx[/vid] This is a top-down diagram of the modification it involves [IMG]http://i.imgur.com/b15M3.jpg[/IMG] If any portion of it is liked, and if the map developers want it, I'll upload the VMF so bits can be added into the official map. (It will require some tweaking but it should at least save you time from making it from scratch)
  • Avatar of Stinger21
  • [QUOTE=phabeZ;35656909]If it's not too much to ask, do you think you could use different cards for each hill? I'm not sure on the availability of different, but matching hills, but the repetition of the hills I find annoying, and while it may not be [i]very[/i] noticeable here (though you can notice it if you try), on the most played GMod map I'm sure people would begin to notice it, and it's kind of a "can't unsee" scenario. Of course it's not a big deal at all really, but if you can use a little more variation, or perhaps rotate the textures around a bit so it's not as noticeable, it'd be great.[/QUOTE] The texture used to make the cards is 2 mb in size and the more different hills I add, the larger the filesize gets. Picture used in the very first screenshot (1 mb) [img]http://i.imgur.com/tBdJh.png[/img] Textures used right now (2mb) [img]http://i.imgur.com/Qfjii.png[/img] I could use this texture (3-4 mb) But that's up to Highvoltage. if he thinks it's worth the filesize. [img]http://i.imgur.com/sO5Ko.png[/img] Edit: Artistic? what. I did not make these textures.