Garry's Mod

Garry's Mod

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gm_vehicletest
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Scenic, Water
File Size
Posted
Updated
4.355 MB
17 Mar, 2013 @ 9:43pm
18 Mar, 2013 @ 7:27pm
3 Change Notes ( view )

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gm_vehicletest

Description
Slopey, somewhat hilly terrain. Consider it a bog-standard build map otherwise. Made on request for a special someone.

This map uses some content from Black Mesa: Source. Special thanks for putting out their content under BY-NC!

This map itself is released under CC BY-NC-SA. This terrain will be later used for another map I'm working on, gm_antarctic. Working title, at least.

UPDATE:
I forgot to mention this, but this the terrain was originally intended for a map I've been working on just before I posted, called rp_antarctic, hopefully to be released later this year at an indefinite point in the future due to the Steampipe update throwing my entire setup out of whack. just yesterday, available at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=298790111

Also, the .vmf is available on request.
9 Comments
Coping Kobold 18 Mar, 2013 @ 8:07pm 
Yup, all fixed!
Sakuya  [author] 18 Mar, 2013 @ 7:23pm 
Updated - all texture problems should be covered now.
Coping Kobold 18 Mar, 2013 @ 6:09pm 
Can confirm both the error prop and the purple textures. The Error only appears when I unmoubt Episode 2, but the purple stuff is there even with everything mounted: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=132841716
Cameron 18 Mar, 2013 @ 5:52pm 
Not a clue about what you just said ._. I bought this because a friend at work said it'll break my minecraft habbit. And there errors are right in front of the console.
Sakuya  [author] 18 Mar, 2013 @ 5:50pm 
Errors? Where, precisely? Screenshots? I packed up the BM:S prop/textures, as well as the SiN textures. There's an EP1 prop, though, attached to the breenconsole.
Cameron 18 Mar, 2013 @ 5:46pm 
I'm new to this stuff, but whats the error under the door opener, and the purple where the red and white lines are?
Coping Kobold 18 Mar, 2013 @ 5:23pm 
Well, I understand that part, but usually there's the issue of getting the lighting to match up, too. In every 3-D skybox tutorial I've seen, there's a definite line between the skybox and the real stuff, even if the textures and light maps line up perfectly. Except for a few spots, yours is absolutely seamless.
Sakuya  [author] 18 Mar, 2013 @ 5:02pm 
Really? It wasn't even a difficult trick - instead of building the skybox on guesswork and hope, I actually built the 3-D skybox as if it was part of the level's terrain. After I was satisfied with the terrain, I selected the segments of displacement to be put in the skybox and scaled them down to the usual 1/16th-scale. To line it up properly, the origin of the world was matched to the origin of the playerspace - visible in Hammer, the map's volume is a bit offset to the middle, and visible in the skybox, the terrain has a square hole where the map's volume was cut out. That reminds me, I should've compiled it with a higher skybox...
Coping Kobold 18 Mar, 2013 @ 1:28pm 
Your skills at lining up a 3-D skybox are surpassed by very few.