Picture was originally for Lambda Wars, but I worked on it as a standalone, so posting it here as well.
fucking nuts
I came
Another gorgeous work!
Where did you get that cloth though?
Thanks! Cloth was originally a ground model (or some weird cliff-rock like model) I materialized with tarp material, resized, and visually clipped
dude is this even gmod, this looks hecking great!
I genuinely wish that SFM was able to replace materials and textures more easily like ya'll can in Garry's mod with your lua addons. I feel terribly limited by the skins included in models, yet here you just, the cloth, the ground. It is just amazing what you can do with Garry's Mod, I can only hope to replicate it some day
Why not use Gmod then?
Tbh with the poster command, abundance of tools, less chance of conflicting models cause gmod source is older than sfm source, slapping a phys file on a model ports a ragdoll, ragdoll mover, why even use sfm?
oh wait probably "muh depth of field"
It's really the second option, being used to it. The lights also work pretty differently mechanically so to speak, compared to garry's mod lamps. Plus you can brave the lands of IFM for really nice lighting. Also, HDD space, my SFM folder is 100gb+, don't want to copy all that into Garry's mod as well.
Garry's mod also, as far as I can tell, doesn't support the mass number of bodygroups/polygons that SFM can support, which is the main reason I use it.
In what way does IFM provide better lighting? Why does it look nicer?
On models wise this was solved by bonemerging, and Gmod doesn't have a memory limit
or if it does apprantly its so large stuff like Path of Spawn doesn't go near it? Defoo 100% bigger than SFM's thats for sure
I could recreate stuff like path of spawn fairly well, in size at least, I've made small cities before without any problem. Props don't take up near the memory of characters, so I'd say that SFM can handle that pretty well. All my experiences with Gmod have been it being a nice glitchy mess.
does SFM have any limitations in shadow sharpness or rendering distance or such
Memory
sfm has much nicer lighting capabilities right off the bat, u dont have to deal with the ol nvidia shadows for one
Fuck, I really need to remake them. And poster-compatible SuperDOF. I have this vision of exactly how they should work, it'd be all GUI (no shitty console commands) and compatible with each other off course, and modular.... but at some point I need to actually MAKE then instead of just THINKING about them. God dammit.
SFM doesn't have a limitation on sharpness of shadows, this is solved with the radius sliders, which is basically softlamps. But it also removes jagged edges when applied very subtly. The render distance is unlimited, hammer map bounds really. You just need to right click on a slider and remap its range. Oh and there is ambient intensity.
IFM is the SFM that was made for the Portal 2 shorts. Its hilariously buggy, barely works, but has really nice shadow resolution and specular n all these neato goodies they packed in that you can't used since it's broken as hell.
You can expand the SFM memory address, then it's down to how many strings the engine can handle before you kill it by loading too many models (It takes a lot, like SBMP x3 worth of strings loaded before it crashes because of that.)
Gmod just seems to be more user friendly to me, plus the way lua tools handle materials. That hands down puts Garry's mod above SFM for me simply because you're not limited by the clunkiness of the element inspector in SFM. Mind you, it should be noted that the element inspector is the most powerful (if the most clunky) tool of SFM. You can edit VMTs in engine (Mainly for adding specular maps, or fixing AO bugs).
Well thats great actually, cause a few of my friends use sfm only and they hate the memory thing
I'm really curious now, how'd you expand SFM's memory address? I've never even heard of that before.
(Also, you know what ambient intensity does? Because I've never found out what it does)
Excuse me, make the exe "Large address aware". Took a bit of searching, but here you go: Large Address Aware | TechPowerUp Forums
Sometimes the flag is already checked, though in my case it wasn't.
Ambient intensity oh so gently messes with how light interacts with AO and the Outline feature. 90% of the time unless you really get in there and look its nigh impossible to notice the difference.
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