• Let's make garry's mod great again.
    16 replies, posted
Probably everyone who made maps or mods for garry's mod noticed that there are still no standard features in the game. As for example the absence of breaking doors, the absence of vog_volume or $ flow of water. My friend and I decided to make a list of what is long overdue to realize that the mapping and appearance of the cards were much better. So. I'll start with the Hammer Editor - In 3D Shaded Texture Polygons mode in Hammer are issues with faces shading, in particular with a "missing texture" on some surfaces Any materials that use env_cubemap in a 3D view of a hammer look like "cubes" as if there is some kind of texture missing. I don’t know this problem for how many years, how much I enjoy mapping, it exists. It's time to eradicate this problem once and for all! It is banal interferes. https://files.facepunch.com/forum/upload/110566/b16c9407-fb5d-40ec-a39d-3f045ccd115b/Strip 1.jpg - To correct the distortion in the texture associated with the hammer func_reflectiveglass and other reflective materials. The problem with mirrors and reflective surfaces. Another very old problem. If there is something with a mirror texture on your map, then the whole map turns into a meceo, when all the textures are stretched only in height or width, turning into lines. So far the only solution is to hide such brushes. https://files.facepunch.com/forum/upload/110566/c47ae8b5-e89e-4435-8a76-152936e96691/Strip 2.jpg - Сordon system 2 and more In modern Hammer Editor builds, for example, CSGO has an advanced system for hiding map parts. In gmod, you can still create only 1 such zone. https://files.facepunch.com/forum/upload/110566/10ec3a74-5f2b-4fe2-b782-2a42d234bd73/ZQltDmZcTW.jpg - Custom detail.vbsp grass sprites showing in hammer Well, I think everything is clear. Custom vbsp files with vegetation are not displayed in Hammer. Any displacement surfaces remain "bald." - Scale models in Hammer, no only in QC Seriously ? In the courtyard of 2019, the Source Engine still does not know how to scale models. Add at least support like in CSGO, increase / decrease the models with the mouse wheel right into the hammer and so that it works fine in the game. - Sprinkle tool In most builds, there is a new tool that simplifies the creation of landshavts like bushes, trees and so on. Is it really difficult to realize such a trifle ??? Sprinkle - Func_instances support for garrysmod / vbsp, that's option are available in hammer Again, a useful feature when the map is not overloaded with a huge amount of data and loads pieces of other vmf and then all this is compiled into one solid map. This was invented back in 2011 with Portal 2, if not earlier. It's time to add. More precisely, this function is already there, but it does not work / is not supported. Next, go through the game itself. I will list various problems with shaders or compilers. - Lightmaps on props as in TF2 Agree that the shadows on the models needed more than ever. - Cascaded Shadows like in CSGO Where are no shadows? They make any maps more alive. Look at the CSGO workshop, any noob cards, regular boxes look better. - $phong on LightmappedGeneric for brushes Again, let's remember CSGO, for a long time already there is support for phong on brushed surfaces, how much can you suffer from cubemaps ??? - $phongalbedoboost support (VertexLitGeneric) In CSGO, there has long been an additional parameter for VertexLitGeneric which adds a stunning metalic effect. I'd like to see support in gmod too. https://files.facepunch.com/forum/upload/110566/f28530d6-cd6c-418a-869e-3f6e0cdc5efe/05OZCc0Qp4.jpg - fog_volume Seriously ? Still no fog_volume? - Lightmapped_4WayBlend When will support for x4 texture mixing appear? How much can you find in the Stone Age. This also applies to Hammer. - Bumpmap support for vertexlitgeneric lighting when lightmappedgeneric disabled by user in props Until now, in gmod, on models that have a normal map map, the lighting is miscalculated. Make it work like in CSGO. - parallax env_cubemaps There is nothing to explain here, everything is shown in the video. In the description there are even some sources. It's time to fix the most painful sore source engine. https://www.youtube.com/watch?v=ZH6s1hbwoQQ - vgui_movie_display I really want to see bik files playing on the map. This is an amazing feature added to portal 2. Do you know how much animated VTF weighs? - Breaking prop_door_rotating In garry's mod, there are still no doors that can break down as it works in left 4 dead 1/2. - $flow water shader paranetr support In garry's mod, there is still no support for a modern water shader. Place this on the maps ugly mirror surfaces and distortion of space. https://developer.valvesoftware.com/w/images/thumb/8/88/L4d2_flowmap_user.jpg/800px-L4d2_flowmap_user.jpg - ambient occlusion in VRAD The fake effect AO has been added to csgo for compilers. It seems a trifle but very much transforms the appearance of the map, especially the various joints of the walls of the map. And for sweets, I doubt what they realize. - object highlighting and tooltips as in l4d1/2  and portal 2 (prop_dynamic/physics) I want to see the function as in l4d1 / 2, portal 2 and other games, when the object can be highlighted in different colors along the contour, and there are also hints on the screen pointing to it. https://files.facepunch.com/forum/upload/110566/1166c1ce-046f-4965-bed5-2860a6929c31/BNYsXMNtb5.jpg - linked_portal_door The great feature of Portal 2 is when you see a room, but in fact it is in a completely different place. Teleportation happens instantly and completely unnoticed. You can implement something like a "tardis" when there is a huge amount of space inside a small object. Maybe it will even help with map optimization! - $heightmap / Parallax mapping With parallax everything becomes more voluminous. I have nothing more to add. =)
Some of these are available in Slammin' Source map tools.
You see, you need to force to do such functions officially, and not to use third-party compilers. Much of what I have listed has existed for a very long time, but for some reason is completely ignored by the developers. For example, the same vog_volume without which it is impossible to make a normal fog transition.
Slammin's tools are broken in some features and have issues with command line. In addition, I wanted to see all of the above officially from garry's mod developers
By the way, yes, his compilers do not understand the cmd string familiar to users. From the beginning, he searches for the map file, then the remaining arguments, it was indicated a few more pages back in the subject, but nothing has changed.
-4wayblend only available in csgo - Cascaded Shadows like in CSGO never going to happen - $phong on LightmappedGeneric for brushes only available in csgo I'm very interested in https://github.com/Facepunch/garrysmod-requests/issues/1195 and https://github.com/Facepunch/garrysmod-requests/issues/1302 being added.
-4wayblend only available in csgo -- now "supported" in Garrys Mod too by Rubat, but is no more than "bung"
Why do you think that this will never appear in the garry's mod? They definitely have the source of the engine, and even in BMS all this was successfully implemented and even more. Why not upgrade the 24th build at least to the level of BMS, and not CSGO.
I should have been more clear in my first reply, I don't know how the source licensing system works, i don't know if Rubat/Willox has access to the newer branches of source, i don't know if the branches they have access to, are even up to date.
Who knows ... My job was to point out some problems and missing entities or functions. For example Hammer, I'm sure they are able to fix it. there are even fan versions now, but they are disgusting.
Some of these you can implement via lua already (e.g. object highlighting / tips, linked_portal_door) and some of these are unlikely to be achieved (most of the hammer stuff). Generally @Rubat tends to re-implement things already available on the source licensing server and honestly, there are far better things we could have (64-bit anyone?). I do agree that shader-related stuff would be nice (including the ability to compile our own) but I do genuinely think you're asking for a tad much.
Yes, I agree, the door is implemented on lua, but I noticed that all add-ons related to it (like a tardis) disappeared from the workshop. The year itself is not perfect, but it works, but in some cases it is not teleporting the player correctly inside the brush, and even if the player carries the object with him (by hand or with a physical gun), then he will surely pull out of his hands and teleport separately ... Yes, and I also notice a jerk at teleportation, which is not in portal 2.
https://files.facepunch.com/forum/upload/261609/13c668f0-1dce-4cd7-ace0-45fc1726f327/hl2_6poPgKuN3R.jpg Also we need fix this crap... Рубат ну че за дела
I'd love to see updated Hammer and compilers for Garrys Mod, are there currently any good Community made compilers? Im currently using Slammin' but since Mark2580 said it breaks more stuff than it fixes i think i might return to the normal ones.
I honestly now use the latest versions of standard x64 compilers. They work somewhere 10% faster than usual and, in theory, have functions that are not present in community compilers.
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