Garry's Mod

Garry's Mod

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Rockford glife v1b
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Roleplay, Realism
File Size
Posted
Updated
1.307 GB
18 Oct, 2024 @ 9:59am
19 Jul @ 10:46am
10 Change Notes ( view )

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Rockford glife v1b

Description


Hello everyone 👋

after several years of not paying much attention to this map, which has gathered quite a bit of dust, I'm back to present a much-improved version. Indeed, I've continued practicing on the Source engine and have gained a lot of knowledge.

I'm pleased to introduce rp_rockford_glife_new_v1b.

In this major update, you will find:



  • A new jewelry store
  • New apartments
  • Ambient sounds
  • New lighting
  • New Detail.vbsp
  • French signs to stay consistent with the French theme
  • General optimization
  • Significant reduction in map compilation time, from 4 hours to 16 minutes
  • Fix for the 64-bit bug
  • Fix for texture issues
  • Added reflections
  • Added texture relief
  • Minor bug fixes
  • HDR correction
  • Added lighting respecting color theory
  • New 3D skybox for more immersion
  • Correction of some elements placed too high
  • Added graphical details
  • Added models
  • Propper
  • T-junction fix
  • More



  • Pichot (original creator of map)
  • Steinman (florida, riverden)
  • Fishke (Unioncity Southside Nycity)
  • De_zoo
  • Evocity
  • De_campus
  • Rockford
  • TrueNorth
  • Forest
  • LeftForDead2

[discord.gg]




Popular Discussions View All (1)
22
2 Mar @ 1:27pm
Bugs report
Cheesegoat
23 Comments
NextKurome76TheSoldier 20 Oct @ 3:20pm 
having this naturally subscribed will overwrite your hl2 props textures such as materials/models/props_c17/substation_transformer01b.vtf
Cheesegoat  [author] 28 Jul @ 8:24am 
Hello, unfortunately I don’t have a good understanding of navmeshes.
♬♫~Joe Blaze~♫♬ 24 Jul @ 12:29pm 
AI nodes and navmesh?
nnykez 30 Jun @ 5:30pm 
Very cool! Good to hear!
Cheesegoat  [author] 30 Jun @ 2:40pm 
Oh sorry, that was really a bad translation on my part — I don’t speak English so I use a translation tool. Actually, no, I managed to reduce the compile time thanks to a technique I now apply to all my creations. I manually reduce the portals by not leaving gaps between elements, lowering the brushes so that everything is uniform, and I also lowered the skybox where necessary. I also made other improvements. The other version, the V1, was really poorly designed — too many complex brushes, the sky was too high, and so on.
nnykez 30 Jun @ 2:32pm 
Because I asked you "Did you single viscluster the entire map" and you said "Indeed". And bringing compile times down from 4 hours to 16 minutes is a sign of no-vis being calculated.
Cheesegoat  [author] 30 Jun @ 1:29pm 
@nykez

I don’t understand why you’re saying there’s a viscluster running through the whole map, because that’s factually incorrect. On the V1 map, yes, there was one — but that was because I didn’t know the engine well enough at the time and I made mistakes like that. However, this version doesn’t repeat the same mistake. There is no viscluster at all in this version. I invite you to add me on Discord or Steam so I can send you screenshots of the VMF to prove it to you.
nnykez 30 Jun @ 8:02am 
@Cheesegoat

That is a terrible idea. Viscluster the whole map may make compile time faster (ofc), but the map will run like ♥♥♥♥. Because you're not allowing the compiler to do vis optimization. Basically you put the whole map into a single vis. Ex: stuff will render across the map because the engine think its in the same vis. This map will run like ♥♥♥♥ on a multiplayer server.
Cheesegoat  [author] 5 Jun @ 11:49am 
Hello, you can buy them, look description