Garry's Mod

Garry's Mod

Crossfire Revise
Showing 1-4 of 4 entries
Update: 1 Dec, 2024 @ 9:48pm

patched performance issues caused by bad culling from the bunker towers, where previously both outside areas were fully rendered due to being high up outdoors and the game thinking it'd be possible to be even higher in the sky.

Update: 30 Nov, 2024 @ 7:24pm

list of fixes is not complete, but mostly
fixed/addeded lots of clipping and added more preventing out of bounds or seams, worked on func_details and culling too
rotated many backwards wall decor
widened out of bounds staircase to not leave seam to skybox near the utility truck and fixed another seam in area next to a pallet
fixed the 4 out of bounds holes on sides of bunker towers
re-textured metal truss to use another metal truss texture on top instead of concrete
added texture to underside of building up from the alleyway near the radioactive pipes
added texture to bottom of wall indent next to nuke button wall map as it was a nodraw into OOB
Made a room behind window out of bounds above mid to avoid seeing it had nothing in it and lacked a back wall, thus through the window was the skybox and outside.
better aligned wall texture in bunker to align with ceiling curve
fixed texture on top of trim to stairway in trench near bunker helipad
attempted to realign handrails between helipad and trench and many mid (under up putting bumps where playes could get caught while running along fence sides.)
fixed vents textures in upper elevator room next to crossbow
made player unable to stand atop barbed wire on fences at edges of map, original mapper clearly intended it to be impossible, and succeeded with upside-down slopes in two spots
copied concrete top piece of parallel fence to other to keep consistency and hide odd texturing
cut out of bounds displacement
filled two holes in ridge ceiling near a gutter and light tower cluster near big pipes in mid, fixed overextended wall jutting into pipes from out of bounds
repainted half of a short hallway turn to match itself and a neighbour and fix some bad alignment
made a power pole near the driveway impossible to stand on
propped a random floating piece of wood against the wall better, gave it health so it can break as it is quite large
retextured a speaker made of brushes to not be made of concrete partly
finally put shelldebris into materials
changed clipping under a slam in mid into a single floor tile
moved vent cover prop from under floor near power pole inbounds
textured more of the roofs of the map, the bunker towers can see plenty of them, and also it's convenient for if i want to expand the map in another version ;)
walls and windows over trench slope were one grid unit above the groud, causing the game to render much more of the map than needed
drastically raised the ceiling around the helipad space
removed the skybox around interior areas, making it more airtight from the void and helping performance and size! There were lots of tiny 1 hammer unit holes.
restored the secret ;)
improved the hdr, ligting, and shadows
removed cubemaps, looked bad everywhere it was noticed outdoors and in the dark, which is most of the map

I noticed there is brushmade suspension for a pipe, one is textured differently and incomplete while all the others are simpler, maybe i can work on that

Update: 23 Nov, 2024 @ 2:17am

update test, I'm using gmpublisher for this project

Update: 22 Nov, 2024 @ 5:32pm

initial upload, i had begun this project on ‎November ‎13th, ‎2024, immediately after installing Hammer++. thank you anvi for initially reuploading the hl2dm remake to gmod, which inspired me to see to editing it and encouraging this project some, and allowing the inclusion of the AI nodes featured!