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
Tiedostokoko
Julkaistu
Päivitetty
1.307 GB
18.10.2024 klo 9.59
19.7. klo 10.46
10 muutosilmoitusta ( näytä )

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Rockford glife v1b

Kuvaus


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]




Suositut keskustelut Näytä kaikki (1)
22
2.3. klo 13.27
Bugs report
Cheesegoat
23 kommenttia
NextKurome76TheSoldier 20.10. klo 15.20 
having this naturally subscribed will overwrite your hl2 props textures such as materials/models/props_c17/substation_transformer01b.vtf
Cheesegoat  [tekijä] 28.7. klo 8.24 
Hello, unfortunately I don’t have a good understanding of navmeshes.
♬♫~Joe Blaze~♫♬ 24.7. klo 12.29 
AI nodes and navmesh?
nnykez 30.6. klo 17.30 
Very cool! Good to hear!
Cheesegoat  [tekijä] 30.6. klo 14.40 
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 30.6. klo 14.32 
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  [tekijä] 30.6. klo 13.29 
@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 30.6. klo 8.02 
@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  [tekijä] 5.6. klo 11.49 
Hello, you can buy them, look description