1. Post #441
    Gold Member
    mil0001's Avatar
    January 2010
    485 Posts
    Mhm as nice as waterfalls are they use particles which I'm not sure how well they run when there are people creating contraptions everywhere. An alternative is a scrolling texture.

    Guessing some kind of airlock is a bit too complicated for gm_construct?
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  2. Post #442
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,138 Posts
    It seemed cool that you could design your own housing complex or something and make an elevator out of it, and just close off the extra space with blast doors or something...
    Why can't we make elevators outside and get on and off via the balcony?

  3. Post #443
    Damieok's Avatar
    October 2011
    12 Posts
    Long Post incoming, sorry.

    Ok, first since Garry made a point to say:
    You shouldn't ever see out of the skybox when you're standing on the ground..
    I have found and pointed out a few instances of this, they are suit zoomed to emphasize the error but rest assured they are all from standing points accessible without noclip.




    Also I found what looks like a misaligned texture on some stairs.



    The stair and edge of the building texture is the same as the one I pointed out on the top of the hanger, is there anyway that could be changed, it just seems smudgy in comparison to the other textures.
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  4. Post #444
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts

    Also I found what looks like a misaligned texture on some stairs.



    The stair and edge of the building texture is the same as the one I pointed out on the top of the hanger, is there anyway that could be changed, it just seems smudgy in comparison to the other textures.
    The texture is 1.58 times the normal size, it is overused throughout the map, and I tried looking for an alternative texture, but none of them gave that same dark border-ey feeling. You are welcome to browse for a texture to suggest using, I will draft up a screenshot for everyone, and then If it gets positive reviews, I will use it to replace the stairs and large garage area ceiling vents.


    The skybox issues have been added to the pending events in the changelog.

  5. Post #445
    I'm the only black guy on The Internet huh?
    Garrison's Avatar
    March 2012
    860 Posts
    http://filesmelt.com/dl/materials38.zip

    Here are some nice new tree cards, I made for the map. I hope you guys like them.

    PREVIEW: (Big Images)
    http://i.imgur.com/AIG3Ml.png

    http://i.imgur.com/yel9Cl.png

    http://i.imgur.com/iwWZil.png
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  6. Post #446
    endorphinsam's Avatar
    January 2010
    3,982 Posts
    http://filesmelt.com/dl/materials38.zip

    Here are some nice new tree cards, I made for the map. I hope you guys like them.

    PREVIEW: (Big Images)
    http://i.imgur.com/AIG3Ml.png

    http://i.imgur.com/yel9Cl.png

    http://i.imgur.com/iwWZil.png
    I love it when people work with anything related to source they call 512x512 big :p
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  7. Post #447
    Gold Member
    JoeSkylynx's Avatar
    October 2008
    11,480 Posts
    I keep seeing people posting concepts regarding a 3D Skybox so...

    I still think it should go into a godzilla type theme where it's based on top of a skyscraper and surrounding the skyscraper are other skyscrapers with several other Gmod Maps[ex: Flatgrass is on a nearby tower]. Someone who is well experienced with modeling could incorporate small contraptions moving around the 3D Skyboxs to give the feeling of an strange world. If someone gets up and looks down their greeted with a gigantic city bustling with cars moving down the street and such, and the showcase of the entire city being on a small island which could be floating or in the middle of an ocean.

    Aside from that... Great work so far guys.
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  8. Post #448
    Gold Member
    mil0001's Avatar
    January 2010
    485 Posts
    The texture is 1.58 times the normal size, it is overused throughout the map, and I tried looking for an alternative texture, but none of them gave that same dark border-ey feeling. You are welcome to browse for a texture to suggest using, I will draft up a screenshot for everyonblbalb :P
    Not hard. Heres one I found thats practically made for this purpose and isn't stretched:



    Dont mind the bad offsetting I made it in 30 seconds :P
    metal/metalwall061e with a y offset of 90.

    I really need to start resizing my images...
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  9. Post #449
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Some technical questions.

    Won't the mirror take up the single rt camera slot?
    What is the point of the mirror anyway?

    Also, what is the point of having buildings in a construct map, and yet no phx tracks. I'm sure more people build trains in construct maps than rp in them.
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  10. Post #450
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,110 Posts
    Some technical questions.

    Won't the mirror take up the single rt camera slot?
    What is the point of the mirror anyway?

    Also, what is the point of having buildings in a construct map, and yet no phx tracks. I'm sure more people build trains in construct maps than rp in them.
    The mirror doesn't use the _rt_Camera RT (I don't even know if it uses a RT, but judging from the shitty quality it does - it'd be great to have it work like the mirror entity in ToyBox).
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  11. Post #451
    Grocel's Avatar
    October 2008
    1,234 Posts
    -snip-
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  12. Post #452
    BearsAteMyCat's Avatar
    January 2012
    758 Posts
    *sexy trees*
    I don't think my opinion makes much of a difference in anyone's life, but DAMN those are some neat trees. So much so that I couldn't settle for rating it "winner" and had to give it a reply.
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  13. Post #453
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    The mirror uses the same rendering system that water does.

    I don't know if phx train tracks would be fitting to the map, that is up to people and Garry to vote.
    The same rendertarget, but the mirror is still quite different.
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  14. Post #454
    gordenfreeman's Avatar
    February 2009
    64 Posts
    I still think it should go into a godzilla type theme where it's based on top of a skyscraper and surrounding the skyscraper are other skyscrapers with several other Gmod Maps[ex: Flatgrass is on a nearby tower]. Someone who is well experienced with modeling could incorporate small contraptions moving around the 3D Skyboxs to give the feeling of an strange world. If someone gets up and looks down their greeted with a gigantic city bustling with cars moving down the street and such, and the showcase of the entire city being on a small island which could be floating or in the middle of an ocean.
    I like your imagination pall
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  15. Post #455
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,415 Posts
    Whoever is optimizing make sure you use a hint on the hangar holes in the ceiling

    [sub]and doorways[/sub]

    [sub][sub]and everything[/sub][/sub]
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  16. Post #456
    Gold Member
    highvoltage's Avatar
    May 2009
    1,793 Posts
    Good news everyone, I'll be back home in 7 hours. I will be able to resume work on the map then.
    Until then I get to endure a cramped 7 hour drive with no cell phone connection most of the time and no internet at all. Wish me luck
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  17. Post #457
    Grocel's Avatar
    October 2008
    1,234 Posts
    Whoever is optimizing make sure you use a hint on the hangar holes in the ceiling
    It's already done.

  18. Post #458
    Slicezorr's Avatar
    January 2012
    7 Posts
    'gratz, Garry! I feel even worse now


    Garry Newman is a ░░░░░▄▄▄▄▀▀▀▀▀▀▀▀▄▄▄▄▄▄░░░░░░░
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    Edited:

    The mirror uses the same rendering system that water does.

    I don't know if phx train tracks would be fitting to the map, that is up to people and Garry to vote.
    wat

    (User was banned for this post ("Dumb troll face reply." - postal))
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  19. Post #459
    Dcmetax's Avatar
    July 2011
    138 Posts
    'gratz, Garry! I feel even worse now


    Garry Newman is a ░░░░░▄▄▄▄▀▀▀▀▀▀▀▀▄▄▄▄▄▄░░░░░░░
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    Edited:



    wat

    Hell be banned withen 5 seconds
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  20. Post #460
    Gunteen8's Avatar
    May 2008
    93 Posts
    'gratz, Garry! I feel even worse now


    Garry Newman is a ░░░░░▄▄▄▄▀▀▀▀▀▀▀▀▄▄▄▄▄▄░░░░░░░
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    Why would you even think that was a good idea?
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  21. Post #461
    Grocel's Avatar
    October 2008
    1,234 Posts
    Yesterday Colton gave me the permission to do some work on the map, so I did some more vis optimizing, since I'm responsible for the optimizing.
    I had to clean up that mess under the displacements (the grass) and func_detailing the pavements and other stuff. I added some more hints which I forgot yesterday. Two func_visclusters in the outside are also added. At the end I reduced the compile time of vvis to a third in comparison of yesterday and the count of visleafs seems also noticeably reduced.





    I'm open for any more optimizing suggestions.
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  22. Post #462
    Gold Member
    Donkie's Avatar
    July 2009
    1,280 Posts
    Yesterday Colton gave me the permission to do some work on the map, so I did some more vis optimizing, since I'm responsible for the optimizing.
    I had to clean up that mess under the displacements (the grass) and func_detailing the pavements and other stuff. I added some more hints which I forgot yesterday. Two func_visclusters in the outside are also added. At the end I reduced the compile time of vvis to a third in comparison of yesterday and the count of visleafs seems also noticeably reduced.

    -snip-

    I'm open for any more optimizing suggestions.
    Couldn't all the skybox leafs be cut down by a whole bunch with some proper hinting? What's the point of having a leaf automatically clip every 128 unit or whatever it is there?
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  23. Post #463
    Gold Member
    vexx21322's Avatar
    December 2008
    10,604 Posts
    Couldn't all the skybox leafs be cut down by a whole bunch with some proper hinting? What's the point of having a leaf automatically clip every 128 unit or whatever it is there?
    The engine does that, there's nothing you can do.
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  24. Post #464
    Gold Member
    BlackAwps's Avatar
    July 2011
    765 Posts
    The mirror doesn't use the _rt_Camera RT (I don't even know if it uses a RT, but judging from the shitty quality it does - it'd be great to have it work like the mirror entity in ToyBox).
    Technically it could. I could make a prop that would fit the exact dimensions of that mirror in the map. Then all you would have to do is place my custom mirror entity in its place. Or garry could give us access to modelinfo->GetBrushModelPlaneCount along with modelinfo->GetBrushModelPlane so I could make a custom brush entity that behaves exactly the same way as the func_reflectiveglass does, but with a higher resolution of course.
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  25. Post #465
    Grocel's Avatar
    October 2008
    1,234 Posts
    Couldn't all the skybox leafs be cut down by a whole bunch with some proper hinting? What's the point of having a leaf automatically clip every 128 unit or whatever it is there?
    These are 512 or 1024 units long an wide, these are generated by vvis. There are hacked versions out there, that are splitting every 2048, 4096 and so on, but there is a reason for that 512/1024 limit I guess.

  26. Post #466
    Gold Member
    vexx21322's Avatar
    December 2008
    10,604 Posts
    These are 512 or 1024 units long an wide, these are generated by vvis. There are hacked versions out there, that are splitting every 2048, 4096 and so on, but there is a reason for that 512/1024 limit I guess.
    For open maps like flatgrass, the hacked version would be great. But since construct has smaller, indoor areas, the default one works fine.
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  27. Post #467
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,138 Posts
    This has slightly bothered me for a while

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  28. Post #468
    Gold Member
    highvoltage's Avatar
    May 2009
    1,793 Posts
    I'm back at my computer and comfy-ish chair, I'm a little sore from the drive but I'm going to start work on the map soon.

    This has slightly bothered me for a while

    Once I figure out what has all changed in the map internally I'll do this first.
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  29. Post #469
    Gold Member
    BlackAwps's Avatar
    July 2011
    765 Posts


    Full screen resolution mirror anyone?

    If you wanted to include this with the map here: http://dl.dropbox.com/u/38214687/construct_mirror.rar

    Just place the construct_mirror entity dead center of where the func_reflective glass would be. The model doesn't have any physics prop, so you would probably have to player clip it.
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  30. Post #470
    I'm the only black guy on The Internet huh?
    Garrison's Avatar
    March 2012
    860 Posts
    Can anyone confirm if my tree cards are going to be used in a future version?

  31. Post #471
    Gold Member
    highvoltage's Avatar
    May 2009
    1,793 Posts
    I'll add them but I'm not sure the proper way to do it.
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  32. Post #472

    July 2010
    2,053 Posts
    Part of me wants the mirror room to actually be as big as the mirror makes it seem (as in, instead of having a mirror, the room actually stretches back inside where the mirror is now). Although I do like the mirror. Especially if we use the full resolution one three posts up.

  33. Post #473
    I'm the only black guy on The Internet huh?
    Garrison's Avatar
    March 2012
    860 Posts
    I'll add them but I'm not sure the proper way to do it.
    Make a bunch of func_details with the texture applied to all sides, and spread them around the map, and rotate some in different directions.
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  34. Post #474
    Gold Member
    vexx21322's Avatar
    December 2008
    10,604 Posts
    Part of me wants the mirror room to actually be as big as the mirror makes it seem (as in, instead of having a mirror, the room actually stretches back inside where the mirror is now). Although I do like the mirror. Especially if we use the full resolution one three posts up.
    What if the mirror teleports you to a room that's inversed?
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  35. Post #475
    Damieok's Avatar
    October 2011
    12 Posts
    What if the mirror teleports you to a room that's inversed?
    Not sure how practical it would be (or possible), but man that would be amazing.
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  36. Post #476

    January 2012
    31 Posts
    Any lasted version link?
    Please i want to play on normal garry's mod!
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  37. Post #477
    Gold Member
    highvoltage's Avatar
    May 2009
    1,793 Posts
    I'm starting the tunnel system now, how should it be lit? All evenly lit, lights spaced out with dark patches, completely dark, or some other idea?

  38. Post #478
    GET OUT OF OUR CODE YOU FILTHY HACKERS 8-) BITCHES
    Chaohord's Avatar
    July 2009
    3,737 Posts
    I'm starting the tunnel system now, how should it be lit? All evenly lit, lights spaced out with dark patches, completely dark, or some other idea?
    Lights spaced out with dark patches sounds good

    I'd like it to feel like an underground tunnel rather than another ordinary hallway that happens to be underground
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  39. Post #479
    dev02ify's Avatar
    March 2012
    56 Posts
    What if there's a second mirror on the opposite wall so it can look like it goes on forever? Of course if someone didn't like this, they could cover it up with props. *incoming dumb ratings*
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  40. Post #480
    JMJqueseyo's Avatar
    January 2012
    87 Posts
    This is a great project can't wait to download.
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