As many of you know, the source code for Transmissions: Element 120 was recently released for free on Steam. Shokunin, the mod's creator, clearly put a ton of effort into his project and the overall quality is frankly staggering. The environments feature vastly improved detail, shading, and dynamic lighting. See below:
[quote=transmissions-element120.com][t]http://www.transmissions-element120.com/wp-content/uploads/2015/03/02_te120_lab_wide.jpg[/t][t]http://www.transmissions-element120.com/wp-content/uploads/2015/03/01_te120_warehouse.jpg[/t][t]http://www.transmissions-element120.com/wp-content/uploads/2015/03/03_te120_courtyard.jpg[/t][/quote]
Needless to say, I would love to get these maps working in GMod. So far I've tried the following:
1) Copying the .BSP files into garrysmod/maps. (Didn't work, unsurprisingly.)
2) Copying the content of the mod's directory (steamapps/common/Transmissions Element 120/te120) into Garry's mod, nothing.
3) Re-mounting Half-Life 2 Episode 1 and Episode 2, still nothing.
[t]https://dl.dropboxusercontent.com/s/30ro9zuccetbbr5/chapter_40000.jpg[/t]
The maps load successfully, but there's obviously a ton of missing models and textures. There are no models/materials folders in the mod's directory, nor are there any .gcf or .pak files to unpack. Any ideas on where I should go from here?
I confess I'm not very familiar with mapping etc but I'll do my best to heed your advice and learn quickly. Thanks guys.
[I]Edited:[/I]
Solution found - See below!
It would be a lot more helpful to other people coming to this thread looking for the same thing if you posted the solution you found.
[QUOTE=Zaure;50997807]It would be a lot more helpful to other people coming to this thread looking for the same thing if you posted the solution you found.[/QUOTE]
Sure, good point. See below.
[U][B]Installing Transmissions: Element 120 maps to Garry's Mod:[/B][/U]
In the mod's directory ("te120", located in steamapps/common/Transmissions Element 120) is a .vpk file titled "te120_pack_dir.vpk". Unpacking this file with GCF Scape will give you access to the mod's materials, models, particles, resources, scenes, scripts, and sounds. Copy these files, along with the maps folder located in steamapps/common/Transmissions Element 120/te120, into your garrysmod folder. Total required space is around 0.75 gigs.
It's worth noting that there are a handful of file conflicts, such as game.ico, clientscheme.res, and gamemenu.res. I decided not to overwrite any of these for fear of screwing up the GMod UI. However, as long as you backup the original files beforehand, you should be safe to try them out. modevents.res might be important for triggering certain events on the map - you'll probably want that one at least.
Still working on getting proper color correction - I suspect the correction is entity-based so I'm going to run through the maps as one would during normal gameplay and take some sample screenshots for comparison. I'll post another update if this works. Feel free to post ideas.
[t]https://dl.dropboxusercontent.com/s/e42zzo4izmn3wpl/chapter_40004.jpg[/t]
[QUOTE=mcharest;50999873]Sure, good point. See below.
[U][B]Installing Transmissions: Element 120 maps to Garry's Mod:[/B][/U]
In the mod's directory ("te120", located in steamapps/common/Transmissions Element 120) is a .vpk file titled "te120_pack_dir.vpk". Unpacking this file with GCF Scape will give you access to the mod's materials, models, particles, resources, scenes, scripts, and sounds. Copy these files, along with the maps folder located in steamapps/common/Transmissions Element 120/te120, into your garrysmod folder. Total required space is around 0.75 gigs.
It's worth noting that there are a handful of file conflicts, such as game.ico, clientscheme.res, and gamemenu.res. I decided not to overwrite any of these for fear of screwing up the GMod UI. However, as long as you backup the original files beforehand, you should be safe to try them out. modevents.res might be important for triggering certain events on the map - you'll probably want that one at least.
Still working on getting proper color correction - I suspect the correction is entity-based so I'm going to run through the maps as one would during normal gameplay and take some sample screenshots for comparison. I'll post another update if this works. Feel free to post ideas.
[t]https://dl.dropboxusercontent.com/s/e42zzo4izmn3wpl/chapter_40004.jpg[/t][/QUOTE]
Rather than just dumping them into your garrysmod directory if you create a folder in your addons folder and put the content in there then its much easier to delete and know what comes from what.
shouldn't "TE120" "C:\Steam\steamapps\common\Transmissions: Element 120\te120" added to the mount.cfg in the cfg folder work ??
[QUOTE=taz0;51000143]shouldn't "TE120" "C:\Steam\steamapps\common\Transmissions: Element 120\te120" added to the mount.cfg in the cfg folder work ??[/QUOTE]
No, this doesn't seem to work.
[QUOTE=cpone;51000014]Rather than just dumping them into your garrysmod directory if you create a folder in your addons folder and put the content in there then its much easier to delete and know what comes from what.[/QUOTE]
This works, but there are some added issues with materials and lighting for some reason.
You should leave the op so if anyone is Google googles for a solution theyou can find it ^_^
Update: Still no solution on the color correction. I'm not sure how to determine which .raw files correspond to which map sections, and there seems to be no change in-game regardless of normal runthroughs or what I load up in the color correction UI, despite color correction being enabled.
Thoughts? Am I missing something obvious?
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