Garry's Mod

Garry's Mod

gm_industrial AI Navigation Fixed
28 Comments
AngelFragrance  [author] 24 Nov, 2018 @ 5:41pm 
@Lipe Lipe You're welcome.
Trigger (D-962) 24 Nov, 2018 @ 5:26pm 
@blackaipim lol, But SO MUCH thanks for making nodegraph for this map! :D
AngelFragrance  [author] 24 Nov, 2018 @ 5:24pm 
@Lipe Lipe It was a big-ass map, that's why i took a ton of time to finish it.
Trigger (D-962) 24 Nov, 2018 @ 5:23pm 
@blackaipim FINALLY! THANK YOU VERY MUCH I GOT A LONG TIME LOOKING FOR A NODEGRAPH ADDON TO THAT MAP! AND YOU DID! VERY VERY VERY THANKYOU !! :DDDD
AngelFragrance  [author] 24 Nov, 2018 @ 5:13pm 
Trigger (D-962) 19 Nov, 2018 @ 6:18pm 
@blackaipim Thanks! :3
AngelFragrance  [author] 19 Nov, 2018 @ 6:04pm 
@Lipe Lipe Sure.
Trigger (D-962) 19 Nov, 2018 @ 5:53pm 
@blackaipim Nodegraph suggestion: can you do nodegraph for rp_downtown_evilmelon_v1 ?
Trigger (D-962) 18 Nov, 2018 @ 12:01pm 
@blackaipim ok.
AngelFragrance  [author] 18 Nov, 2018 @ 10:45am 
@Lipe Lipe I have loaded your map and it has a working nodegraph for me. Try typing "ai_norebuildgraph 0" at console.
Trigger (D-962) 18 Nov, 2018 @ 10:37am 
@blackaipim hum, but, it's the blackbrook asylum, try to use the nodegraph editor, him will not detecte nodegraph, and the ZINV don't work because need nodegraph
AngelFragrance  [author] 18 Nov, 2018 @ 10:01am 
@Lipe Lipe Ok, i already told you to ask to the author about that map.
If you mean that "ZINV" doesn't work in my map then the issue is with you, this map was fully tested.
Trigger (D-962) 18 Nov, 2018 @ 9:54am 
@blackaipim Ok, oh, and the zinv (npc/zombie invasion+) don't work too
AngelFragrance  [author] 18 Nov, 2018 @ 9:50am 
@Lipe Lipe I don't know, ask to the author.
Trigger (D-962) 17 Nov, 2018 @ 8:01pm 
@blackaipim uh?, why the nodegraph editor don't detect nodegraph?
AngelFragrance  [author] 17 Nov, 2018 @ 4:46pm 
@Lipe Lipe It says in the description "AI Noded"
Anonymous 28 Sep, 2018 @ 4:32pm 
(^^)
AngelFragrance  [author] 28 Sep, 2018 @ 4:30pm 
@404 Riot You're welcome.
If you want this as default, you can stick that command in "autoexec.cfg" file in GarrysMod/garrysmod/cfg
Anonymous 28 Sep, 2018 @ 4:27pm 
That'll do, thanks.
AngelFragrance  [author] 28 Sep, 2018 @ 4:25pm 
@404 Riot Type in console: mat_specular 0
Anonymous 28 Sep, 2018 @ 4:19pm 
*Sees broken reflections*
Hmmm...
AngelFragrance  [author] 26 Sep, 2018 @ 7:31pm 
@Global I hope it doesn't bother people in-game, i really do.
Global 26 Sep, 2018 @ 7:28pm 
It'll load in-game, but textures that the map generates on compile (like reflections) will be missing.
Other then that, it'll work.
AngelFragrance  [author] 26 Sep, 2018 @ 3:02pm 
@Global The map still works without these things, i believe so.
If not, please, tell me.
Global 26 Sep, 2018 @ 2:38pm 
Renaming a map bsp breaks all embedded vmts on materials with cubemaps
AngelFragrance  [author] 26 Sep, 2018 @ 2:21pm 
@Global No, the original map already includes an Nodegraph in .bsp file, so to not corrupt my Nodegraph everytime someone starts a new game, it was needed to rename the map to replace the original nodegraph with my Nodegraph.
Global 25 Sep, 2018 @ 11:17pm 
You don't need to include the original author's map. Just include the .ain and .nav files and add the original map to the required files.