• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • I'm kind of conflicted because I like the colour scheme of that building, I just don't like how ghetto it looks.
  • [QUOTE=superadamwo;35225286]I'm kind of conflicted because I like the colour scheme of that building, I just don't like how ghetto it looks.[/QUOTE] I'll just change the big wooden windows for now
  • [QUOTE=oskutin;35224495]Here is what it [B]looked[/B] with updated textures: [t]http://dl.dropbox.com/u/34886768/Pictures/Mapping/gm_construct_13_o0001.jpg[/t] Brick was the same, and the others were just polished a bit.[/QUOTE] If you hadn't told me they were new textures, I would've thought you had just set your texture quality to very low... [editline]21st March 2012[/editline] [QUOTE=Mr Anonymous;35223757]All seems rather more complicated than how [I]gm_construct[/I] used to be. Your changing it in many ways, and it's kinda loosing it's touch, imo. I don't like the fact you can go in buildings, I don't like that you're using different textures. When you add enter-able buildings, it starts to drift towards Roleplay. [i]gm_construct[/i] used to be very simplistic yet a great example of mapping work.[/QUOTE] Enterable buildings does not equal roleplay. Also I don't know if you noticed, but construct already had two enterable buildings, so by your logic the original gm_construct is actually an rp map...
  • Looks incredibly amazing so far guys. Keep up the good work is all I can say. I know I'll enjoy the updated map :D
  • i really like the idea of a underwater cave, but nothing to complicated, we dont need a huge network of caves spiderwebbing across the hole map just something simple, maybe a single cave that slowly slopes down with a curve up in to an air pocket with a small sub dock and some form of access to the surface with out water, possibly a rusty ladder (maybe in an old beaten up elevator shaft with a broken elevator). it just one more element to the map we have never had but would be a great addition. but other than that no major changes, we dont need any more buildings, prob need some work on the current buildings, developing the inside of some floors and some updated textures (nothing custom needed just clean it up a bit) and focus mostly on small details like the messed up shadows on the paths, things like that. but again great job Highvoltage and coltan rappe you've done a great job so far and if its added, this map will be a HUGE addition to gmod, in my opinion this is the best construct update ive seen in a LONG time.
  • [QUOTE=Ermac20;35226170]i think it looks great just fix up all the wierd little areas and bugs[/QUOTE] Thanks, and what weird little areas and bugs?
  • [QUOTE=highvoltage;35226449]Thanks, and what weird little areas and bugs?[/QUOTE] i think he means small lighting errors, shiny surfaces that shouldn't be, and the random odd shadows on the paths. things like that. EDIT: i dont have the beta so there may or may not be lighting errors.
  • Okay, so this is starting to really piss me off. I have tried to pack a custom decal into the map using pakrat and it works out fine. But after a couple of minutes the decal removes itself and starts to spam the console with errors saying that it has no bound shader and dropping the fps to like nothing. And the same thing happens with the old credits room texture when I still had it left in. So it can't be my custom texture when it happens to a texture that was included before with no problems. Has anyone else had this problem with pakrat? Is there a way around this or am I stuck with no custom textures at all?
  • Here is tonight's update: [url=http://www.mediafire.com/?aor561u1kynsonk][img]http://dl.dropbox.com/u/34886768/Pictures/gm_construct_13_Download.png[/img][/url] Major changes today is the HDR being enabled, and the textures for the balcony. Because I know you guys love voting so much I've made the 4 balcony's on the main floors of the skyscrapers have different textures. So here is how you pick your favourite texture: Rate Winner for first floor. Rate Zing for second floor. Rate Informative for third floor. Rate Friendly for the fourth floor. Rate Useful because I'm a tool and didn't pick any good textures. :v:
  • I made this yesterday for no reason I wonder if adding the logo somewhere to construct could be nice or something [img]http://img1.uploadscreenshot.com/images/orig/3/7915343940-orig.png[/img]
  • [t]http://cloud.steampowered.com/ugc/559811034009344571/B8D87B2EE6A0740AA5AE597F0EF1B274ABD9B154/[/t][t]http://cloud.steampowered.com/ugc/559811034009343752/DA1732C2C5AEFD1161B985A99B414CE7CCF4DD28/[/t] this seems off...XD its the same for all four parts of this roof (the only non enterable building) [editline]march 20 2012[/editline] im using the version Highvoltage just posted ([URL="http://http://facepunch.com/threads/1171345?p=35227432&viewfull=1#post35227432"]Here[/URL])
  • [QUOTE=MaxOfS2D;35227616]I made this yesterday for no reason I wonder if adding the logo somewhere to construct could be nice or something [img]http://img1.uploadscreenshot.com/images/orig/3/7915343940-orig.png[/img][/QUOTE] in the big part of the vents?
  • [QUOTE=Colton Rappe;35227429]Posting so HighVoltage can have the top of the next page[/QUOTE] Voltage, i told you you could use my account to update the thread, not make me look like a dummie, with you bumping your own threads with my account, impersonating me. :v: GranPC/garry, is it possible to have two people have access to modify the first post of a forum thread instead of us sharing our accounts to make modifications to the thread that we currently do? [b]EDIT:[/b] Upon inspection of the Nightly Log... I just found this. [code] ---------------------------------------------------------------- - gm_construct_13 Nightly Build - ---------------------------------------------------------------- . . . This log was created on 21/03/2012 by Eric. The time this Nightly Build was archived was 0:22:41.68 (Locally). Unauthorized redistribution of this Nightly Build is strictly prohibited. P.S. I posted from your account so I could get the top of the next page in the thread :P [/code] :zoid:
  • [QUOTE=Darkassassin0;35228021]it already does.[/QUOTE] We (Myself and HighVoltage) are currently working on adding some more nodes to the map and we should note that we already, (if you didnt realize) added nodes so helicopters, dropships, and gunships can fly around the map, and Fast Zombies can now reach you nearly anywhere, including buildings, since we implemented Climbing Nodes. At one point the idea to add climbing nodes to the skyscrapers came to mind... which brought up two problems: 1. The Fast Zombies would not target you from that high up. 2. If you had Fast Zombies climbing skyscrapers (successfully), it would be both unrealistic and funny as hell. [img]http://www.facepunch.com/fp/ratings/funny2.png[/img] On a seperate and slightly less humoring note, I finally got the Nightly Build Archival and Logging system up, so when HighVoltage goes to sleep, he uploads the most recent VMF for the map and the system will log when he uploaded it, while simultaniously backing up the old VMF in case shit arose on both his computer and the VMF I work with, which is highly unlikely.
  • [img]http://puu.sh/lHRX[/img] What a strange texture for a balcony "rail". It's the same for both sets of balconies. [img]http://puu.sh/lHSP[/img]
  • [QUOTE=Colton Rappe;35228044]We (Myself and HighVoltage) are currently working on adding some more nodes to the map and we should note that we already, (if you didnt realize) added nodes so helicopters, dropships, and gunships can fly around the map, and Fast Zombies can now reach you nearly anywhere, including buildings, since we implemented Climbing Nodes. At one point the idea to add climbing nodes to the skyscrapers came to mind... which brought up two problems: 1. The Fast Zombies would not target you from that high up. 2. If you had Fast Zombies climbing skyscrapers (successfully), it would be both unrealistic and funny as hell. [img]http://www.facepunch.com/fp/ratings/funny2.png[/img] On a seperate and slightly less humoring note, I finally got the Nightly Build Archival and Logging system up, so when HighVoltage goes to sleep, he uploads the most recent VMF for the map and the system will log when he uploaded it, while simultaniously backing up the old VMF in case shit arose on both his computer and the VMF I work with, which is highly unlikely.[/QUOTE] could you make them able to climb the ladder?
  • [QUOTE=Darkassassin0;35228120]could you make them able to climb the ladder?[/QUOTE] Probably. It would be pseudo-ish, but it would look convincing I am sure. Since tomorrow is my day off, I will get to work on that right now.
  • [QUOTE=PenguinGuy;35215046]Whenever I go swimming in a pool I see weird shadows like that...[/QUOTE] what about the mirror is it meant to be so fuzzy/blured [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130004.jpg[/IMG] also these textures are a little bit different :/ [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130006.jpg[/IMG]
  • [QUOTE=fergus9101;35228373]what about the mirror is it meant to be so fuzzy/blured [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130004.jpg[/IMG][/QUOTE] No. It is supposed to be a 1:1 quality ratio. (At least to the human eye) [editline]21st March 2012[/editline] Working on the nightly build of the map now.
  • [QUOTE=fergus9101;35228373]what about the mirror is it meant to be so fuzzy/blured [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130004.jpg[/IMG][/QUOTE] It's low resolution is what's causing the weird fuzzy-ness in the mirror. The mirror renders everything in a lower resolution than what you have. I've had problems with this, but when I went into my options and changed the reflective settings and others related to stuff like that it got fixed. I dunno if this is the problem with you since I don't have the map, and I don't have Gmod 13 either so I can't see the mirror :P
  • [QUOTE=endorphinsam;35228555]It's low resolution is what's causing the weird fuzzy-ness in the mirror. The mirror renders everything in a lower resolution than what you have. I've had problems with this, but when I went into my options and changed the reflective settings and others related to stuff like that it got fixed. I dunno if this is the problem with you [B]since I don't have the map, and I don't have Gmod 13[/B] either so I can't see the mirror :P[/QUOTE] Could be both.. Anyway, Im still working on that zombie-ladder thing.
  • went full res and changed all settings to highest and still doesnt work :/ would it be my nvidia gt 220 cause it may not be advanced enough
  • [QUOTE=fergus9101;35228896]went full res and changed all settings to highest and still doesnt work :/ would it be my nvidia gt 220 cause it may not be advanced enough[/QUOTE] Don't worry, I get the same thing on my GTX 560 Ti at 1080p. It's not your card.
  • [QUOTE=fergus9101;35228373] also these textures are a little bit different :/ [IMG]http://dl.dropbox.com/u/67870747/gm_construct_130006.jpg[/IMG][/QUOTE] where is this? also: wrap your pic in [noparse][t][/t] tags instead of [img][/img][/noparse] [editline]march 21 2012[/editline] lol i looked closed and saw its in the water XD ya the shadows are ment to be a bit different there but i dont think there should be a straight line :( Dammit i cant type today, i keep adding "E's" to things, thank god for spell check!
  • First off, I'd like to apologize for bumping the thread using Coltons account, it seemed like a good idea at the time and it just ended up just making him look bad. I'm sorry Colton for doing that and I'm not going to do it again. [editline]21st March 2012[/editline] And it seems that when I moved the skyscraper I forgot to lock the textures so just ignore that for now