Garry's Mod

Garry's Mod

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[HRCS] HL2 Streetwars 5 (d3_c17_06a_hrcs)
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Scenic, Realism
File Size
Posted
549.839 MB
2 Dec, 2023 @ 12:29pm
1 Change Note ( view )

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[HRCS] HL2 Streetwars 5 (d3_c17_06a_hrcs)

In 1 collection by legoj15
High Resolution Cubemaps & Shadows Maps
46 items
Description
It seems that screenshots are being deleted from all my addon pages, I'm not sure why. Please note that there should be groups of 3 screenshots for every scene, one of HL2, HL2:U, and the current addon map respectively.

High Resolution Cubemaps & Shadows

Another map where I showcase the maximum extent of the Source Engine's static lighting system using GMod's 64bit compile tools. Features 256x256 resolution cubemaps and the highest resolution shadows possible without the compile tools throwing errors due to too many vertices.

Compiled for LDR & HDR and retains full functionality as long as you have Half-Life 2 purchased & installed on Steam and mounted in Garry's Mod.

Map name is d3_c17_06a_hrcs and can be found in the "Half-Life 2" map section.

Progressing backwards upon spawning in will take you to map d3_c17_05_hrcs if you are subscribed to it. Completing the level as you would in Half-Life 2 will take you to map d3_c17_06b_hrcs if you are subscribed to it.

Misc info:
  • This map is not from a decompile
8 Comments
Chris 6 Jan, 2024 @ 8:22pm 
Wow! That’s actually such cool news to hear! Thanks for responding so quickly. I will definitely be playing your Portal addon. I’ll be glad to watch the progress continue with this project and am very glad to know such great plans are scheduled for the future.:steamthumbsup:
legoj15  [author] 6 Jan, 2024 @ 7:42pm 
As of right now, these maps technically aren't compatible with Half-Life 2 (and maybe Half-Life 2: Update, haven't tried that yet), they currently crash the game when you try to load them. But I do know a solution, and once I have every map from Half-Life 2's campaign up here on the workshop, I plan on doing all the background maps too, and turning it all into an addon that has the proper config files needed to make the game not crash. I actually did this with Portal's maps 4 years ago (wow), you can find that addon here. https://www.moddb.com/games/portal/addons/portal-enhanced-shadows-reflections
It might be buggy, I haven't tested it since the last config file patch.
Chris 6 Jan, 2024 @ 7:31pm 
Is there a way to play these maps in main Half-Life 2? I don't know anything about porting GMod maps back to HL2 myself. If these maps are not capable of backwards compatibility right now will you ever make them available to download for HL2 later on? Your work is seriously one of the most impressive modifications of the lighting on the older source games I have ever seen. I'd wait forever to play the full series of HL2 maps if you complete them:demoticon:
legoj15  [author] 12 Dec, 2023 @ 3:30pm 
For reference, here are my relevant specs:
Ryzen 9 5950x (16 core, 32 thread processor, each core sits at around 3.7GHz when compiling under full load)
64GB of DDR4 @ 3600 MHz

Early on in the HRCS project, I had a Ryzen 5 3600x (a 6 core 12 thread processor) and 32GB of DDR4 @ 3200, and VRAD compiles took at best twice as long, but I didn't do many comparisons before or after upgrading, but with that processor lots of maps took an hour to compile.
legoj15  [author] 12 Dec, 2023 @ 3:30pm 
Now, a tiny map like d3_c17_01 where I was able to have maximum resolution lightmaps took noticeably longer, with each pass of VRAD taking over 8 and a half minutes, meaning that the final total compile was around 18 minutes, but there were also a lot of "brush lights" (~6500) in that map, as they are influenced by the lightmap scale, and add a lot to the compile time as well, since each light and its bounces have to be included in the already time consuming creation of the super high resolution lightmap.
Speaking of resolution, some of the lightmap scale 1 maps have actually caused my computer to run out of RAM when compiling, which was always fun to deal with, watching the pagefile rapidly grow in an attempt to not bluescreen my computer.
legoj15  [author] 12 Dec, 2023 @ 3:30pm 
Not sure why I didn't see the first comment, but here's some insight:
This map (d3_c17_06a) actually did not take too long to compile, despite 99% of all surfaces having a lightmap scale of 2 (the second highest resolution, couldn't go any higher on this map due to compile tool/engine limitations), each pass of VRAD.exe (the program that does all the ray tracing for Source Engine maps) took just under 3 minutes, so in total, the final compile took around 6 minutes (since VRAD is run twice for each map, one for standard lighting (LDR) and one for HDR lighting, I also got lucky with this map's geometry and VVIS.exe did a full visibility pass in less than 1 second).
Griggs 11 Dec, 2023 @ 9:38pm 
Hellalot of time, I presume. Do you see those shadows? Its maybe 1 or 4 lightmap scale. It will take HELLALOT of time to compile.
zeloscar 3 Dec, 2023 @ 9:51am 
how long does it take for you to compile these maps?