• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • Avatar of Colton Rappe
  • [QUOTE=SGTNAPALM;36733680]That would be pretty fucking awesome, but would it be worth it?[/QUOTE] The "neat-ness" would be pretty high on the scale, but the graphical "cost" of it would be debatable as being worth it. It's a nice looking thing, I admit, but it doesn't seem to fit with construct's general 'look'. Also this is the first time I have ever seen that effect in source, so I think it would definitely show out abruptly more than be a subtle addition to the map because players are not used to seeing that kind of water refraction in Source.. [editline]12th July 2012[/editline] Even if the cost of the effect is extremely minimal, as I said, it doesn't seem to fit the 'look' of Garry's Mod, and I dont recall seeing that effect anywhere else except in TF2, and Gm_construct definately does not have a TF2 Inspired art-direction.
  • Avatar of Powback
  • [QUOTE=Colton Rappe;36733912]The "neat-ness" would be pretty high on the scale, but the graphical "cost" of it would be debatable as being worth it. It's a nice looking thing, I admit, but it doesn't seem to fit with construct's general 'look'. Also this is the first time I have ever seen that effect in source, so I think it would definitely show out abruptly more than be a subtle addition to the map because players are not used to seeing that kind of water refraction in Source.. [editline]12th July 2012[/editline] Even if the cost of the effect is extremely minimal, as I said, it doesn't seem to fit the 'look' of Garry's Mod, and I dont recall seeing that effect anywhere else except in TF2, and Gm_construct definately does not have a TF2 Inspired art-direction.[/QUOTE] This is true, but then again, that's how normal water acts. It's a nice addition, and if nothing else; Can't we just Photoshop it in, and see how it looks? I think that if it's possible to make it look better, lets try it. Wasn't "doesn't fit" an argument against the current skybox? If this PC can run photoshop, I'll give it a try. So we at least get some kind of insight on the effect.
  • It's really hard to get to look right. I'm not sure how it would work on a map like gm_construct.
  • The water caustics idea would work better if the lake bed was flat, but it isn't. And the wall on the "dock" like bit could possibly work for caustics, but they wouldn't be very strong thanks to it being a pretty unreflective texture. [editline]12th July 2012[/editline] Actually, after watching some videos water caustics on the lakebed would work, but they wouldn't need to be too strong, otherwise it would look a bit odd considering the lake is a static piece of water (if it was a constantly moving river or ocean or something stronger caustics would look good).
  • Avatar of G-Enigma
  • The new workshop version looks nice, with the bluer lighting and huge lake and all, but props and npcs don't have shadows :tinfoil:
  • Avatar of luavirusfree
  • You're seriously going to leave that lake square like that? If you're going for a realistic looking lake area, you have failed in epic proportions. By the way, where's the latest download?? The workshop link doesn't work for me, most likely because I don't have the 13 beta.
  • Avatar of Colton Rappe
  • [QUOTE=G-Enigma;36738363]The new workshop version looks nice, with the bluer lighting and huge lake and all, but props and npcs don't have shadows :tinfoil:[/QUOTE] We will look into that. [QUOTE=luavirusfree;36740688]You're seriously going to leave that lake square like that? If you're going for a realistic looking lake area, you have failed in epic proportions.[/QUOTE] Please do not accuse us of doing anything in the map unless we officially announced it in the changelog or one of our own posts. Regardless of what the community says about the shape of the lake, the design decision on the shape of the lake is still up in the air. And we need confirmation from garry and a larger portion of the community before we decide changing its shape is worthwhile. If you would like, LuaVirusFree, go ahead and ms-paint up a lake design with depth represented by a grayscale gradient. [B]The Project Log can be found here: [URL]https://docs.google.com/document/d/1L8e0H2DJ9JBnfI2_4ABoPwV7mIEvkvmWH9zWoyTUKgc/edit[/URL][/B] [QUOTE=luavirusfree;36740688] By the way, where's the latest download?? The workshop link doesn't work for me, most likely because I don't have the 13 beta.[/QUOTE] There is no manual download for the most recent version of the map, we will push one out in a while from now. [B]Here you go: [URL]http://www.mediafire.com/?4nrfw39xcll9xsb[/URL] [/B]
  • I'm back. Sorry I've been busy with college and my exams are now over :D Glad to see that It's getting along and that the AI nodes being work on. When I get time I'll download it and have a play around on it and to see what's been done. (Y)
  • Avatar of Colton Rappe
  • SGTNAPALM and myself have gone through many iterations of different lighting ideas for the mirror room, and goshdamn not much of it looks very good so far. I will keep trying for a while longer.
  • [QUOTE=Colton Rappe;36746934]SGTNAPALM and myself have gone through many iterations of different lighting ideas for the mirror room, and goshdamn not much of it looks very good so far. I will keep trying for a while longer.[/QUOTE] If you want I can upload the VMF for the screenshot I posted when I get on my desktop.
  • Avatar of Colton Rappe
  • [QUOTE=BlackAwps;36747069]If you want I can upload the VMF for the screenshot I posted when I get on my desktop.[/QUOTE] Any help is appreciated.
  • Avatar of Colton Rappe
  • Just posting to say that I feel like I accomplished something by learning how to manually modify a .rad file to assign specific texture-based lights manual color and intensity overrides during the map compile process, and learned that the scale of the lightmap affects how many light emitters show up on a texture light. [editline]13th July 2012[/editline] This is some wierd stuff that I am testing with, just thought I would throw out some videos for everyone to see, just so you know what I've been wasting some time playing with. Playing with lightmaps, custom .RAD files, light-emitting texture brushes, and other fun things. [video=youtube;q85BO0ZRi9s]http://www.youtube.com/watch?v=q85BO0ZRi9s[/video] [video=youtube;E0vJEpzK2YY]http://www.youtube.com/watch?v=E0vJEpzK2YY[/video] [b]My personal Favorite:[/b] [video=youtube;9z-lNq4fCOE]http://www.youtube.com/watch?v=9z-lNq4fCOE[/video] [editline]13th July 2012[/editline] [b]Correction: [u]This one[/u] is my favorite. The simplicity and closeness to the ceiling keep the room feeling large while not being too strange.[/b] I also increased the intensity of the texture-light in the RAD file from 50 to 100, which more evenly lights up the room now. Let me know what you think! [video=youtube;qTw_Q_aUzgU]http://www.youtube.com/watch?v=qTw_Q_aUzgU[/video] [editline]13th July 2012[/editline] On a small sidenote, I think I will try reporting the mirror+demo black-box bug at some point, it is really annoying.
  • Avatar of DarthTealc
  • [QUOTE=DarthTealc;36719301]The mirror room could have a (non-breakable) 'glass' roof. It would solve the lighting problem, and would also make the mirror room feel more connected to the rest of the map.[/QUOTE] Here is a representation of my idea - [t]http://cloud-2.steampowered.com/ugc/558695283707164775/2E6DDD6E517400D2012533E34FCB5EAF169A4BCB/[/t] [t]http://cloud.steampowered.com/ugc/558695283707153713/8AAEFA1B3848223AD40293AEC29D574A9C78CCA6/[/t] [t]http://cloud.steampowered.com/ugc/558695283707167153/A5C9BE08118FA2C4E6C87F0DE71608EA2460E6D3/[/t] More screens: [url]http://cloud.steampowered.com/ugc/558695283707151305/5677F4E989741157FFF4A44D01E012E5FDA798E7/[/url] [url]http://cloud-2.steampowered.com/ugc/558695283707148340/C56028A13739DB1D1FF5DA87797E6E9CFB68E8A7/[/url] [url]http://cloud-2.steampowered.com/ugc/558695283707156257/B3437737967BCC113966F3D40F65689F385F2EF3/[/url] [url]http://cloud-2.steampowered.com/ugc/558695283707170269/44B746A66B9EA1ACEEA13CAC962716E392D541C7/[/url]
  • The texture lights could work quite nicely, especially if they were recessed into the wall or ceiling or something. The bottom video lighting is probably the best, but it seems a bit overpowering at 100. Though that skylight idea is pretty cool, I dunno if it would be a great idea for the mirror though, it increases the complexity of the scene. Which may or may not affect performance.
  • Avatar of HiddenMyst
  • Yeah with the glass ceiling, you'll be rendering the mirror from outside in construct and rendering outside while in the mirror room. Great idea, but probably not too good for performance.
  • Avatar of HighVoltage
  • I just messed around with a glass ceiling but like mentioned before its not the best for performance and it didn't render the skybox.
  • [QUOTE=Colton Rappe;36747855]Any help is appreciated.[/QUOTE] Sorry it took so long. [url]http://puu.sh/Ie1V[/url]
  • I don't know what the Youtube preview image of the last video was doing, but it's bright damn yellow. After actually being able to watch it, 100 doesn't seem too bad for the brightness. It does give you uniform light, but without ugly ass models plastered everywhere to justify it.
  • Avatar of kp3
  • Looks odd with that yellow lighting and those room wide lamps in my opinion. I'd rather have the pictures you posted a few days ago.
  • Avatar of dev02ify
  • [QUOTE=kp3;36755645]Looks odd with that yellow lighting and those room wide lamps in my opinion. I'd rather have the pictures you posted a few days ago.[/QUOTE] Yellow lighting? Did you even bother to watch the last video? Youtube messed up the thumbnail on the last one.
  • Avatar of infinitywrai
  • Will people without Episode 2 be able to see the skybox textures (the tree texture is ep2), or will it be packaged into the map? I have Episode 2, but some people don't want to buy Episode 2 if they don't want to play it.
  • [QUOTE=infinitywrai;36759895]Will people without Episode 2 be able to see the skybox textures (the tree texture is ep2), or will it be packaged into the map? I have Episode 2, but some people don't want to buy Episode 2 if they don't want to play it.[/QUOTE] It's up in the air at this moment.
  • [QUOTE=HiddenMyst;36763368]Someone should render/make some custom skybox cards[/QUOTE] What if I played around in Terragen for a while to come up with something?
  • That might not be the best idea, actually. [editline]14th July 2012[/editline] Legal mumbo-jumbo.
  • Avatar of HiddenMyst
  • So make something in a 3d renderer or from free-to-use images. Mountain cards aren't very difficult and a little time in photoshop makes them fit into maps quite easily. [editline]14th July 2012[/editline] And possibly use distance alpha if you can figure it out.
  • Avatar of Colton Rappe
  • [QUOTE=HiddenMyst;36764151]So make something in a 3d renderer or from free-to-use images. Mountain cards aren't very difficult and a little time in photoshop makes them fit into maps quite easily. [editline]14th July 2012[/editline] And possibly use distance alpha if you can figure it out.[/QUOTE] https://developer.valvesoftware.com/wiki/$distancealpha Interesting Stuff.
  • Avatar of Colton Rappe
  • Hopefully we might get someone who is artistic to take pictures and convert them into skycards. I look forward to the possibility; and at the same time, we need a word from garry: we need him to check with valve if we are allowed to use the EP2 skycards.