Garry's Mod

Garry's Mod

105 hodnocení
[HRCS] CS:S Militia
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Scenic, Realism
Velikost souboru
Přidáno
Aktualizováno
166.194 MB
17. dub. 2021 v 14.57
27. čvn. v 12.48
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[HRCS] CS:S Militia

V 1 kolekci od uživatele legoj15
High Resolution Cubemaps & Shadows Maps
46 položek
Popis
High Resolution Cubemaps & Shadows

This map requires Counter-Strike: Source to be purchased, installed, and mounted!

Map name is cs_militia_hrcs, and will show up in the Counter-Strike map tab

Another map where I showcase the maximum extent of the Source Engine's static lighting system using GMod's 64bit compile tools. Features 256x256 resolution cubemaps and the highest resolution shadows possible without the compile tools throwing errors due to to many vertices or faces being to complex for lightmaps. This turned out extremely well in my opinion, there was a lot to improve and makes the map look very different.

Compiled for LDR and HDR, like the original map.

Misc info/trivia:
  • CS:S Militia is my favorite version/rendition of the map, so I was very pleased when I saw how this turned out.
  • This map was based on the freely available Source SDK version of cs_militia, and is not from a decompile. Because of that, if Valve or the original map creator made any changes to the map (like clip brushes), they may not be present in this map, as SDK map source files are usually not kept up to date.
  • As of the 2025 Counter-Strike: Source 64 bit update, the game can actually run this map without immediately crashing.
  • In the original VMF, most static props didn't cast shadows by default, either because VRAD didn't have the ability to cast transparent model shadows, or to improve compile time. Lots of models, like the trees and the 2 huge silos actually had invisible geometry inside casting a rough shadow for the object. Annoyingly, the models for the lamps in the drain tunnel did cast shadows, when they should not have. That has been fixed.

If I remember to do it, a future update might add a nodegraph, so that NPCs can traverse the map. (UPDATE: I forgot to do it. A navmesh is now included though.)
Počet komentářů: 11
Caleb 12. lis. 2022 v 22.02 
la casa de masteloquendo xd
joeking78 13. srp. 2022 v 1.31 
@run, you cant be serious, its called leet world

tf is elite world
Lebyash 12. kvě. 2022 v 11.06 
Leet woooooooorld...
xrx 20. říj. 2021 v 1.16 
NEED the nodegraph
sillykitty (she/her) 25. dub. 2021 v 4.52 
im getting elite world flashbacks 10/10
juandomando 22. dub. 2021 v 8.39 
Esta es la casa de MasterLoquendo, lo tengo q tener ahora xd
b00blick 18. dub. 2021 v 20.02 
Thank you very much man!
legoj15  [autor] 18. dub. 2021 v 11.39 
Oh and for maps like these, it's important that the 'lightmap scale' for each surface is extremely low, in this map it's 2 for every brush surface, and less than 10 for every displacement (the default is 16 usually, i've seen 32 and 64 on some maps i've edited)
legoj15  [autor] 18. dub. 2021 v 11.36 
@Rel'sa ッ I use these command line parameters for my final VRAD compile (sometimes I use -ldr instead of -both): -LargeDispSampleRadius -TextureShadows -StaticPropPolys -StaticPropLighting -lights E:\lights_custom.rad -extrasky 16 -both -final

The '-lights E:\lights_custom.rad' is a special file I have been making over the years of every prop I have encountered that has a transparent texture with an alpha channel on it, since without it, stuff like tree leaves would be completely opaque. I also make sure the props are set to cast shadows in hammer.
@abn 18. dub. 2021 v 6.29 
It's beautiful imo but my pc says the opposite