• gm_construct Map Project (The Community-Led update for GMod 13)
    2,587 replies, posted
  • New build coming up in an hour or two — I fixed some more things, and I added soundscapes! They're entirely custom (no HL2 sounds etc), and they're fairly weak in terms of volume... hopefully enough to not be complete dead lifeless silence, yet not too much to not be distracting :)
  • [QUOTE=Darkassassin0;37900357] also its not that some monitors aren't calibrated correctly its the contrast ratio on them, newer monitors have a better ratio so its easer to see.[/QUOTE] Eh, my old CRT had better light/dark contrast ratio then my current ASUS monitor. Hell, my old main monitor had better contrast ratio (Albeit it was a studio-quality monitor made for editing and it required it) As people get more obsessed with different things, color quality and contrast has gone to garbage; One of the main reasons I'm still searching for a reasonably priced 16:9 1080 (or higher) CRT. Or, for OLEDS to become the main format, because they change color / brightness almost instantly (in nano-seconds as compared to 2-10 MS current ones do) and they have a REALLY, REALLLLY nice contrast ratio and color quality.
  • [QUOTE=MaxOfS2D;37932842]New build coming up in an hour or two — I fixed some more things, and I added soundscapes! They're entirely custom (no HL2 sounds etc), and they're fairly weak in terms of volume... hopefully enough to not be complete dead lifeless silence, yet not too much to not be distracting :)[/QUOTE] Are you recording and mixing your own custom soundscapes? If so, what hardware/software are you using? Just curious, as I'm going into audio engineering.
  • [QUOTE=redBadger;37940996]Are you recording and mixing your own custom soundscapes? If so, what hardware/software are you using? Just curious, as I'm going into audio engineering.[/QUOTE] Source's soundscapes are mostly written, my suggestion to you is to look into the soundscapes files already in source. As for recording; since you'll be doing a lot of ambient sounds I suggest a non-dynamic microphone, be it ribbon or condenser.
  • [QUOTE=redBadger;37940996]Are you recording and mixing your own custom soundscapes? If so, what hardware/software are you using? Just curious, as I'm going into audio engineering.[/QUOTE] I mix some public domain sounds from freesound.org along with my own field recordings, made with a philips recording and a sony MD i use audacity and sony vegas with a few custom vsts
  • why was the water texture changed to use cubemap shaders? was the previous texture's shaders unable to handle the new skybox system
  • [QUOTE=glitchvid;37942569]Source's soundscapes are mostly written, my suggestion to you is to look into the soundscapes files already in source. As for recording; since you'll be doing a lot of ambient sounds I suggest a non-dynamic microphone, be it ribbon or condenser.[/QUOTE] i rarely use dynamic mics but yeah I've been in contact a lot with mike morasky and members of his crew. [editline]7th October 2012[/editline] [QUOTE=MaxOfS2D;37942615]I mix some public domain sounds from freesound.org along with my own field recordings, made with a philips recording and a sony MD i use audacity and sony vegas with a few custom vsts[/QUOTE] awesome, thanks.
  • [QUOTE=Butthurter;37951018]why was the water texture changed to use cubemap shaders? was the previous texture's shaders unable to handle the new skybox system[/QUOTE] This was reverted two days ago.
  • Some minor modifications were made to the map, most notably, the mirror room lights are now static. This effectively shrunk the map size by half compared to the prior map builds. Screenshot taken in Ep2, because gmod 13 is currently broken. [t]http://cloud-2.steampowered.com/ugc/918991495503377754/5735B398E5020491AB022353A3942FA6DAB765DC/[/t] Some adjustments to the credit room were also made, but very very minor stuff.
  • [QUOTE=Colton Rappe;37993457]Some minor modifications were made to the map, most notably, the mirror room lights are now static. This effectively shrunk the map size by half compared to the prior map builds. Screenshot taken in Ep2, because gmod 13 is currently broken. [t]http://cloud-2.steampowered.com/ugc/918991495503377754/5735B398E5020491AB022353A3942FA6DAB765DC/[/t] Some adjustments to the credit room were also made, but very very minor stuff.[/QUOTE] It was literally doubling the file size? Was this recently discovered or something that those working on the map have been aware of? It seems really silly to keep a feature that does something like that if it's purely cosmetic, so I'm pleased to see it go in favor of something more practical. In addition; forgive me for asking, but are you back on the project? Your post sort of gives the impression that you did this.
  • Colton and I were never removed from the project, Max was added to the team and did a lot of good work. And the file size issue was just us not realizing it until the toggle lights were removed.
  • [QUOTE=highvoltage;37993852]Colton and I were never removed from the project, Max was added to the team and did a lot of good work. And the file size issue was just us not realizing it until the toggle lights were removed.[/QUOTE] My bad. I suppose I misunderstood. I just assumed based on the snipped dramatic post, that you guys had been asked to step down from the project. If anything that posts purpose makes even less sense to me now than before. Regardless, with Max's guidance and your previous works on the map, I'm sure three heads will be better than one. We're already off to a good start by effectively cutting the file size in half.
  • the build that's shipping with today's update in a few hours is the one right before colton's change there, though
  • [QUOTE=GoldenBalls;37993814]It was literally doubling the file size? Was this recently discovered or something that those working on the map have been aware of? [/QUOTE] To me, and probably a good bunch of people, this was not a recent realization; it was a necessary evil to deal with when having dynamic lights in the mirror room. Since we opted to remove the dynamic light functionality from the Mirror Room, the HDR -final (only) compile of the map was 28mb. With Cubemaps built, it was about 47mb. (We are looking into probably removing cubemaps all together [I](somehow)[/I], they increase the map size, and don't have enough pros to outweigh the cons.) ((Map [I]doubling in size[/I] when we buildcubemaps, and odd reflective surfaces being where they shouldn't be, etc.)) So all-in-all, if we go ahead and keep cubemaps out of the map[I] (somehow)[/I], or disable specularity on just the map [I](somehow)[/I], the map size will be effectively around 40mb I suppose, with full LDR and HDR lightmaps baked into it.
  • I'm gonna remove reflectivity from the outer walls and lower cubemap resolution, that should do the trick
  • [QUOTE=GoldenBalls;37993814]It was literally doubling the file size? Was this recently discovered or something that those working on the map have been aware of? It seems really silly to keep a feature that does something like that if it's purely cosmetic, so I'm pleased to see it go in favor of something more practical. In addition; forgive me for asking, but are you back on the project? Your post sort of gives the impression that you did this.[/QUOTE] For every 1 light that you have it must be calculated. If you have 20 lights all on they are calculated together. But if each of those lights has a on/off setting the mapsize increases hugely because it has to calculate with each one off/on. Light 1 on, light 2 off, light 3 off, etc. That's why the valve wiki recommends to use as few toggling lights as possible.
  • [QUOTE=Colton Rappe;37999725]To me, and probably a good bunch of people, this was not a recent realization; it was a necessary evil to deal with when having dynamic lights in the mirror room. Since we opted to remove the dynamic light functionality from the Mirror Room, the HDR -final (only) compile of the map was 28mb. With Cubemaps built, it was about 47mb. (We are looking into probably removing cubemaps all together [I](somehow)[/I], they increase the map size, and don't have enough pros to outweigh the cons.) ((Map [I]doubling in size[/I] when we buildcubemaps, and odd reflective surfaces being where they shouldn't be, etc.)) So all-in-all, if we go ahead and keep cubemaps out of the map[I] (somehow)[/I], or disable specularity on just the map [I](somehow)[/I], the map size will be effectively around 40mb I suppose, with full LDR and HDR lightmaps baked into it.[/QUOTE] Well, the random reflections are being caused by the normal maps. The only get reflective in the shadows. To fix this I'd suggest making the normal map into the bump map. (just editing the vmt) Cubemaps are good. Just place the ones you need, where you need it. water requires one for simple reflections. As for cubemap size, you can also make the ones that don't really matter, a small texture size like 128, or 256.
  • [QUOTE=Ereunity;38006736]For every 1 light that you have it must be calculated. If you have 20 lights all on they are calculated together. But if each of those lights has a on/off setting the mapsize increases hugely because it has to calculate with each one off/on. Light 1 on, light 2 off, light 3 off, etc. That's why the valve wiki recommends to use as few toggling lights as possible.[/QUOTE] I was mainly just confused as to why a feature doubling the file size was being kept in the first place, rather than wondering what causes it. But thanks for the interesting breakdown.
  • Do people find it even remotely interesting to have water in the mirror room? [t]http://cloud-2.steampowered.com/ugc/918991495528332407/F4F00ABC5DD6D3366BD16869BA53D87D6BB5CA3B/[/t] Just coming up with design ideas to further the room. P.S. As you may have guessed, having water and the mirror in the same room causes the mirror to pork up. (Water doesn't render in mirror. Mirror doesnt render when water is on-screen.) [B]Removed the water.[/B]
  • Why bother? Usually when you have water in the same PVS as the reflective glass it causes rendering issues because they share the same reflective texture. Unless garry added a new buffer image for the reflective glass. It does seem pretty useless though.
  • How does a small tunnel-loop connected to the mirror room sound? For trains, and the sort. [editline]13th October 2012[/editline] I'm currently revising the geometry of every archway in the map. Nothing visually different, just how they are shaped. Changing every one of these: [t]http://i.imgur.com/axsq0.png[/t] Into these: [t]http://i.imgur.com/IFx4n.png[/t] This is groundbreaking development right here everyone.
  • [QUOTE=Colton Rappe;38013944]How does a small tunnel-loop connected to the mirror room sound? For trains, and the sort. [editline]13th October 2012[/editline] I'm currently revising the geometry of every archway in the map. Nothing visually different, just how they are shaped. Changing every one of these: [t]http://i.imgur.com/axsq0.png[/t] Into these: [t]http://i.imgur.com/IFx4n.png[/t] This is groundbreaking development right here everyone.[/QUOTE] Seeing that it makes no difference post-compile, isn't it just wasted time and effort to switch from one person's preferred way of making brushes to another?
  • [QUOTE=HiddenMyst;38014206]Seeing that it makes no difference post-compile, isn't it just wasted time and effort to switch from one person's preferred way of making brushes to another?[/QUOTE] Less faces.
  • [QUOTE=Colton Rappe;37999725]To me, and probably a good bunch of people, this was not a recent realization; it was a necessary evil to deal with when having dynamic lights in the mirror room. Since we opted to remove the dynamic light functionality from the Mirror Room, the HDR -final (only) compile of the map was 28mb. With Cubemaps built, it was about 47mb. (We are looking into probably removing cubemaps all together [I](somehow)[/I], they increase the map size, and don't have enough pros to outweigh the cons.) ((Map [I]doubling in size[/I] when we buildcubemaps, and odd reflective surfaces being where they shouldn't be, etc.)) So all-in-all, if we go ahead and keep cubemaps out of the map[I] (somehow)[/I], or disable specularity on just the map [I](somehow)[/I], the map size will be effectively around 40mb I suppose, with full LDR and HDR lightmaps baked into it.[/QUOTE] Removing cubemaps would be stupid, just reduce the number and manually select what faces they should apply to when they look "odd" or "Broken"
  • [QUOTE=glitchvid;38015160]Removing cubemaps would be stupid, just reduce the number and manually select what faces they should apply to when they look "odd" or "Broken"[/QUOTE] This was my idea, and we used to do that. I might end up doing it again in the very final stages of the map.
  • The birds are lovely additions to the game. But just like real life they don't shut the fuck up.. Maybe some pauses between the sounds or just a few less birds
  • Hey guys, love the work that's going on here. Made this comic earlier, thought it'd be relevant. Kind of. Also I was to lazy to make a proper ending. [t]https://dl.dropbox.com/u/51353469/screenies/perskinScreens/ded.jpg[/t]
  • [QUOTE=Colton Rappe;38013944]How does a small tunnel-loop connected to the mirror room sound? For trains, and the sort.[/QUOTE] I think we should leave well enough alone. It's too close to the end to begin adding new rooms and features. I think these final weeks should be spent on optimization and polish.