1. Post #161
    Gold Member
    highvoltage's Avatar
    May 2009
    1,669 Posts
    Here is tonight's update:

    Major changes today is the HDR being enabled, and the textures for the balcony.

    Because I know you guys love voting so much I've made the 4 balcony's on the main floors of the skyscrapers have different textures. So here is how you pick your favourite texture:
    Rate Winner for first floor.
    Rate Zing for second floor.
    Rate Informative for third floor.
    Rate Friendly for the fourth floor.
    Rate Useful because I'm a tool and didn't pick any good textures.
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  2. Post #162
    The Cold Wind Of France
    MaxOfS2D's Avatar
    November 2008
    17,290 Posts
    I made this yesterday for no reason

    I wonder if adding the logo somewhere to construct could be nice or something

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  3. Post #163
    Darkassassin0's Avatar
    January 2012
    216 Posts


    this seems off...XD its the same for all four parts of this roof (the only non enterable building)

    Edited:

    im using the version Highvoltage just posted (Here)
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  4. Post #164
    Blackizzle's Avatar
    July 2010
    329 Posts
    Garry is a good person.
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  5. Post #165
    Darkassassin0's Avatar
    January 2012
    216 Posts
    I made this yesterday for no reason

    I wonder if adding the logo somewhere to construct could be nice or something

    in the big part of the vents?
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  6. Post #166
    Gold Member
    _Kent_'s Avatar
    June 2009
    2,272 Posts
    Will this map have air AI nodes?
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  7. Post #167
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    Posting so HighVoltage can have the top of the next page
    Voltage, i told you you could use my account to update the thread, not make me look like a dummie, with you bumping your own threads with my account, impersonating me.

    GranPC/garry, is it possible to have two people have access to modify the first post of a forum thread instead of us sharing our accounts to make modifications to the thread that we currently do?

    EDIT:

    Upon inspection of the Nightly Log... I just found this.

    Code:
    ---------------------------------------------------------------- 
    -                gm_construct_13 Nightly Build                 - 
    ---------------------------------------------------------------- 
    . 
    . 
    . 
    This log was created on 21/03/2012 by Eric. 
    The time this Nightly Build was archived was  0:22:41.68 (Locally). 
    Unauthorized redistribution of this Nightly Build is strictly prohibited. 
    
    P.S. I posted from your account so I could get the top of the next page in the thread :P
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  8. Post #168
    Darkassassin0's Avatar
    January 2012
    216 Posts
    Will this map have air AI nodes?
    it already does.
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  9. Post #169
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    it already does.
    We (Myself and HighVoltage) are currently working on adding some more nodes to the map and we should note that we already, (if you didnt realize) added nodes so helicopters, dropships, and gunships can fly around the map, and Fast Zombies can now reach you nearly anywhere, including buildings, since we implemented Climbing Nodes.

    At one point the idea to add climbing nodes to the skyscrapers came to mind... which brought up two problems:

    1. The Fast Zombies would not target you from that high up.

    2. If you had Fast Zombies climbing skyscrapers (successfully), it would be both unrealistic and funny as hell.

    On a seperate and slightly less humoring note, I finally got the Nightly Build Archival and Logging system up, so when HighVoltage goes to sleep, he uploads the most recent VMF for the map and the system will log when he uploaded it, while simultaniously backing up the old VMF in case shit arose on both his computer and the VMF I work with, which is highly unlikely.
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  10. Post #170
    Gold Member
    Arkantos's Avatar
    July 2006
    971 Posts


    What a strange texture for a balcony "rail".

    It's the same for both sets of balconies.

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  11. Post #171
    Darkassassin0's Avatar
    January 2012
    216 Posts
    We (Myself and HighVoltage) are currently working on adding some more nodes to the map and we should note that we already, (if you didnt realize) added nodes so helicopters, dropships, and gunships can fly around the map, and Fast Zombies can now reach you nearly anywhere, including buildings, since we implemented Climbing Nodes.

    At one point the idea to add climbing nodes to the skyscrapers came to mind... which brought up two problems:

    1. The Fast Zombies would not target you from that high up.

    2. If you had Fast Zombies climbing skyscrapers (successfully), it would be both unrealistic and funny as hell.

    On a seperate and slightly less humoring note, I finally got the Nightly Build Archival and Logging system up, so when HighVoltage goes to sleep, he uploads the most recent VMF for the map and the system will log when he uploaded it, while simultaniously backing up the old VMF in case shit arose on both his computer and the VMF I work with, which is highly unlikely.

    could you make them able to climb the ladder?
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  12. Post #172
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    could you make them able to climb the ladder?
    Probably. It would be pseudo-ish, but it would look convincing I am sure. Since tomorrow is my day off, I will get to work on that right now.

  13. Post #173
    Gold Member
    fergus9101's Avatar
    August 2011
    81 Posts
    Whenever I go swimming in a pool I see weird shadows like that...
    what about the mirror is it meant to be so fuzzy/blured


    also these textures are a little bit different :/
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  14. Post #174
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    what about the mirror is it meant to be so fuzzy/blured
    No. It is supposed to be a 1:1 quality ratio. (At least to the human eye)

    Edited:

    Working on the nightly build of the map now.
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  15. Post #175
    endorphinsam's Avatar
    January 2010
    2,867 Posts
    what about the mirror is it meant to be so fuzzy/blured
    It's low resolution is what's causing the weird fuzzy-ness in the mirror. The mirror renders everything in a lower resolution than what you have. I've had problems with this, but when I went into my options and changed the reflective settings and others related to stuff like that it got fixed. I dunno if this is the problem with you since I don't have the map, and I don't have Gmod 13 either so I can't see the mirror :P
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  16. Post #176
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    It's low resolution is what's causing the weird fuzzy-ness in the mirror. The mirror renders everything in a lower resolution than what you have. I've had problems with this, but when I went into my options and changed the reflective settings and others related to stuff like that it got fixed. I dunno if this is the problem with you since I don't have the map, and I don't have Gmod 13 either so I can't see the mirror :P
    Could be both..

    Anyway, Im still working on that zombie-ladder thing.
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  17. Post #177
    Gold Member
    fergus9101's Avatar
    August 2011
    81 Posts
    went full res and changed all settings to highest and still doesnt work :/ would it be my nvidia gt 220 cause it may not be advanced enough
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  18. Post #178
    Cheesy and delicious.
    Snickerdoodle's Avatar
    August 2010
    5,780 Posts
    went full res and changed all settings to highest and still doesnt work :/ would it be my nvidia gt 220 cause it may not be advanced enough
    Don't worry, I get the same thing on my GTX 560 Ti at 1080p. It's not your card.
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  19. Post #179
    Darkassassin0's Avatar
    January 2012
    216 Posts
    also these textures are a little bit different :/
    where is this?
    also: wrap your pic in [t][/t] tags instead of [img][/img]

    Edited:

    lol i looked closed and saw its in the water XD ya the shadows are ment to be a bit different there but i dont think there should be a straight line :(

    Dammit i cant type today, i keep adding "E's" to things, thank god for spell check!
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  20. Post #180
    Gold Member
    highvoltage's Avatar
    May 2009
    1,669 Posts
    First off, I'd like to apologize for bumping the thread using Coltons account, it seemed like a good idea at the time and it just ended up just making him look bad. I'm sorry Colton for doing that and I'm not going to do it again.

    Edited:

    And it seems that when I moved the skyscraper I forgot to lock the textures so just ignore that for now
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  21. Post #181
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    I am currently working on trying to figure out what in the heck caused the HDR to stop functioning as it should.

  22. Post #182
    Gold Member
    highvoltage's Avatar
    May 2009
    1,669 Posts
    I turned the bloom scale down a bit because it was insanely bright, and i lowered the HDR brightness of the lights because they were also insanely bright
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  23. Post #183
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    I turned the bloom scale down a bit because it was insanely bright, and i lowered the HDR brightness of the lights because they were also insanely bright
    I currently pulled out all the cubemaps and env_tonemap_controller, and I dont know what you claim you did to adjust it, but it seems to have broken it while Im testing for HDR. And it would seem that there are absolutely no errors spewing out either, I hope this doesnt require me to go into the smoother groups thing again and try to mess with that again more than I already have for the last half-hour; trying to get HDR to work at all.

    Edited:

    Okay this is driving me nuts, I cannot focus all day long trying to figure out how to get HDR running again after whatever was done to the map borked it again. I even turned up the BrightnessScaleHDR for the light_environment to 1.5, after removing the env_cubemaps, and remiving the env_tonemap_controller, and nothing will make the HDR come back, no changes to compiler settings or anything. This is most upsetting. And whatever you did also made the lighting glitch on the walls come back, which was only solved along with HDR by modifying the Smoothing groups, in which case now that the geometry is more complex it doesnt want to let me group the walls that were modified. I still barely understand if I am doing it right or wrong when it comes to smooth groups, but there is no real way for me to find out.

    So I will let HighVoltage figure out what on earth is going on with that.

  24. Post #184
    Gold Member
    highvoltage's Avatar
    May 2009
    1,669 Posts
    You can change the bloom scale and other settings can be changed for the logic auto entity

    Edited:

    Look at all the light entity's, The last value has been changed from 200 to 100, that should be whats cause your problems

  25. Post #185
    Gold Member
    Colton Rappe's Avatar
    August 2006
    1,038 Posts
    You can change the bloom scale and other settings can be changed for the logic auto entity

    Edited:

    Look at all the light entity's, The last value has been changed from 200 to 100, that should be whats cause your problems
    I would like to stress that I just mentioned having deleted the env_tonemap_controller, which essentially broke all outputs coming from the logic_relay, so changing bloom would do nothing because no entity in the map would be receiving the inputs.

    The problem has nothing to do with the light entities; if any, it would be the light_environment, but it seems that even after modifying that, the map wont compile with HDR at all.

    The Direct Correlation between The Walls being Glitched Again and The HDR not working is leading me to believe when you added the red stripes to the walls, it actually borked the HDR from working because you modified the Smoother groups, which broke it on some of the walls, and for SOME REASON smoother groups fixed the glitches and HDR last time but now I simply cant get them to work at all as they should.

    I am at a complete loss for ideas at this point.

    There is no logic_relay, no env_tonemap_controller, and no cubemaps in the map other than the one above the lake (I removed them all to revert the map to pre-fuckery status), and nothing, at all, that I seem to be doing, is fixing the HDR.

    Can we get a professional in here that may know how smoother groups may be influencing the HDR not compiling? or at least come to some sort of definitive conclusion as to why this is happening?


    I want to get a bunch of work out of the way in terms of tonemapping scales so people can choose their favorite exposure for the HDR, but I cannot do that without HDR...

    Edited:

    Upon doing some research, I found that sometimes Improperly shaped displacements can cause HDR to not compile properly, and you DID mention raising displacements in a corner. Where, I am not sure since I did not notice anything different. Maybe I am confused again...

    I will continue searching the web for answers.

    Edited:

    Also, for the record, I did compile the map from a fresh open directly from the nightly backup, before making ANY modifications to it, and it did not compile the HDR then, and it won't now, dont know what you did, but it is not letting me compile it under HDR with just your changes since the last time you modified it.

    Edited:

    I am going to take a nap, for a couple hours. There is literally nothing I can imagine doing right now to fix this. The map is simple, and yet complex enough, that trying to scour what could have caused this when I am not the one that made the changes to the map to cause this, could take me hours all itself, which is taking away from valuable time that could be spent figuring out other things and finalizing the map further.

    I wish this HDR problem would leave us alone, and I wish someone could explain to us why the HDR isn't working.

  26. Post #186
    Gold Member
    superadamwo's Avatar
    January 2006
    650 Posts
    It's like we're reading a diary.
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  27. Post #187
    Hobbax's Avatar
    October 2011
    542 Posts
    I made this yesterday for no reason

    I wonder if adding the logo somewhere to construct could be nice or something

    Great idea add gmod logo please add this
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  28. Post #188
    Dcmetax's Avatar
    July 2011
    138 Posts
    Will the flatgrass map have water?
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  29. Post #189
    Gold Member
    kimr120's Avatar
    March 2010
    4,903 Posts
    Will the flatgrass map have water?
    No this is gm_construct not gm_flatmap.
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  30. Post #190
    Philly c's Avatar
    February 2008
    546 Posts
    With no disrespect I still can't understand why you have so many problems. It's going to be very difficult to help you blind over the forums. You're going to have to give the vmf to someone else for a proper look.

  31. Post #191
    Gold Member
    kimr120's Avatar
    March 2010
    4,903 Posts
    With no disrespect I still can't understand why you have so many problems. It's going to be very difficult to help you blind over the forums. You're going to have to give the vmf to someone else for a proper look.
    I agree. Most mappers never get these problems.

  32. Post #192
    aurum481's Avatar
    November 2008
    2,287 Posts
    I think you guys are on the point of overdoing the makeover/upgrade/refresh/whatever.
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  33. Post #193
    cNova's Avatar
    May 2009
    2,594 Posts
    here have some input, this came in my mind when looking at the image

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  34. Post #194
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,408 Posts
    Looks like this map needs some info_null entities. Lots of them.

  35. Post #195
    Damieok's Avatar
    October 2011
    12 Posts
    I have been getting some weird lines, almost looks like the floor is in different parts and anti-aliasing is off, however these still appear even with anti-aliasing at full, the only thing that seems to make a difference is high shader detail, (which I left off to put emphases on the lines in the images below) but even that does not help much.

    No one else has pointed this out so maybe its only me, I was running at dx9 because I was testing on a XP machine, maybe that's why? Then again maybe that's what you meant by unlocked textures, sorry I don't really make maps. If it is my computer and anyone knows why, please let me know.

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  36. Post #196
    Gold Member
    kimr120's Avatar
    March 2010
    4,903 Posts
    It's your settings.
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  37. Post #197
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    2,781 Posts
    No it isn't. This has been mentioned a lot (it should probably be in the OP maybe?) and it's just a Source bug.
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  38. Post #198
    I Actually Use Radeon.
    nVidia's Avatar
    February 2006
    3,424 Posts
    I have been getting some weird lines, almost looks like the floor is in different parts and anti-aliasing is off, however these still appear even with anti-aliasing at full, the only thing that seems to make a difference is high shader detail, (which I left off to put emphases on the lines in the images below) but even that does not help much.

    No one else has pointed this out so maybe its only me, I was running at dx9 because I was testing on a XP machine, maybe that's why? Then again maybe that's what you meant by unlocked textures, sorry I don't really make maps. If it is my computer and anyone knows why, please let me know.

    Nothing the mappers can fix.
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  39. Post #199
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    7,029 Posts
    No it isn't. This has been mentioned a lot (it should probably be in the OP maybe?) and it's just a Source bug.
    Those rarely happens to me.
    Might be because autosnap when compiling?
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  40. Post #200
    The Cold Wind Of France
    MaxOfS2D's Avatar
    November 2008
    17,290 Posts
    cleaned the crap out of this, now it's down to 3,600 tris AND it's prettier I guess

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