Garry's Mod

Garry's Mod

Star Wars Corellian Cargo Train Event Map
34 Comments
LeLiock 17 Mar @ 6:22pm 
Stumbling across the JKA Coreillia map was the last thing I'd expected to find on Gmod, well done :lunar2019coolpig:
ZombifiedRootBeerRanger 1 Aug, 2024 @ 8:10pm 
what is the link to the infected sky nextbot based off of youtube
Sevonikra 7 Jun, 2024 @ 10:00am 
"So then Jan punches the Weequay; right in the face!"
¤[Joystick]¤ 30 Jan, 2023 @ 2:24pm 
Noticed transparent invalid texture checkering on the open top train cars, though no actual missing textures. Seems to be overlaid on the normal textures.
Penguin 18 Mar, 2022 @ 3:54pm 
Hey, if you don't mind could you accept my friend request. Have a question about this map.
Shadow 2 Aug, 2021 @ 12:49am 
we need a more like this. id like it if there was a bigger skybox and it was a bit longer.
Kinmal 25 Jan, 2021 @ 1:29pm 
Well, then I look forward to future projects from you!
Hawk  [author] 25 Jan, 2021 @ 1:00pm 
When Source 2 releases the SDKs, i'll 100% be looking into it more, I might even prodominetly make content for source 2 when S&box releases
Curious Mando 25 Jan, 2021 @ 9:37am 
a longer train would be great
Kinmal 25 Jan, 2021 @ 7:54am 
It would be interesting. The map might gain a lot more attraction too if there is more that you can do. Maybe even think about it when S&box comes out? It might also be easier to work with it in source 2 if you're interested in that.
Hawk  [author] 25 Jan, 2021 @ 7:47am 
Maybe, The map works with the 3D skybox moving around the map so it'd be difficult but it might be possible.
Kinmal 25 Jan, 2021 @ 5:50am 
Is it possible to maybe make stop checkpoints? Like where you can manually stop the train at a checkpoint and get off on surface-like ground? It would be cool to have in which you're "dropping off" the cargo. Also more train carts sounds pretty cool as well. I added this map to my server for events so I plan on using it at some point.
Hawk  [author] 25 Jan, 2021 @ 5:41am 
Well I can add more train carts
Kinmal 25 Jan, 2021 @ 5:12am 
+1 I really like the map. I only wish there was more to it, but I guess it can't be done due to gmod limitations.
Hawk  [author] 1 Apr, 2020 @ 11:50am 
It's much better performance wise to make the illusion of a moving train then actually make it moving, and it allows for nodes and more detail aswell as being easier to move around
Curious Mando 29 Mar, 2020 @ 12:06pm 
*400 miles while attempting to make a gunship raid scene which the AI cant even keep up with the train*
Curious Mando 29 Mar, 2020 @ 12:05pm 
there are addons that enhance the fog by default like Gmod weather. The map is pretty good and doesnt leave you 400 miles behind the train like most other gmod maps with a "moving background" looking at you TF2 fa gs
hisui 1 Jan, 2020 @ 9:21pm 
Interesting, I didnt know that was how the fog worked. You're welcome for the criticism aswell, anytime mate. Good to hear about the cubemaps as well.
Cheers
Hawk  [author] 1 Jan, 2020 @ 2:07pm 
Thank you for your feedback, I agree with the cubemaps, I will do that. Optimisation wise isnt an issue due to the fog made so that nothing renders after a certain distance thus no requirement for area_portals or hint/skips. There are Func_Details but with or without them they would not require to be had however I do it out of habbit just in case. Past the fog you can't see no more than 1.1 cars ahead. The beam is an ENV in the skybox. Last time I checked in the map you couldnt get on top of the cars but if it's at all possible then I will definitley correct that, with regards to the frames and climb swep, I see no need for any event purpose to be on top as it logistically makes no sense however if this is a major issue and is brought up again I will correct it.

Thank you for the Criticism.
hisui 31 Dec, 2019 @ 12:42am 
3rd: There are plenty of faces on brushes that are nodraw that probably shouldn't be (most notably, the top of the pillars inside the open cars). As an event map, you should probably just make sure that anywhere a player could *possibly* get to, even if its on top of the cars or underneath them, should have everything textured fully. You never know what tools a server will have allowing people to get places. Particularly, most SWRP servers nowadays have climbswep, so someone could incredibly easily just get on top of or under the cars. If the face is covered or it's physically impossible to get to because its access is obstructed by a brush or something, it's usually fine to have it as nodraw. Otherwise, it should probably be textured, even if you dont think there's any way that a player could possibly get to it.

Cheers.
hisui 31 Dec, 2019 @ 12:42am 
Couple things I noticed.
1st: The outside of the cars with no roofs uses a texture that is reflective and thus requires cubemaps. Your map contains no env_cubemaps, so these surfaces show as having a missing texture grid overlayed on them sometimes. Put cubemaps in.
2nd: This map is pretty poorly optimised, which is a bad thing for an event map. Seems like you have little or no func_detail- pretty much everything that isn't world-sealing should be a func_detail (the cylinders + beam underneath the cars, the crates inside the cars, the lights overhead the open top cars, the pillars on the inside of the open top cars, the stairs at the front car, etc etc...). Check how many numportals you have when compiling. A map of this small size probably shouldn't have too much more than 1000.
Hawk  [author] 29 Dec, 2019 @ 7:42am 
Could you elaborate what you're missing? Thank you!
[N7] 29 Dec, 2019 @ 2:44am 
missing textures
blue wisdom 14 Dec, 2019 @ 11:56am 
Alright thanks
Hawk  [author] 14 Dec, 2019 @ 11:20am 
It is AI Noded
blue wisdom 14 Dec, 2019 @ 10:58am 
Ai nodes?
Hawk  [author] 28 Oct, 2019 @ 8:06pm 
The fog is there for performance and atmosphere so I wont be making a version without it. However, If you want to remove it in game, go to your Entities tab and go to "Editors" and click on the "Fog Editor". Press C (Context menu button) and proceed to click on the fog editor and then "Edit Properties", All your fog needs will be there.
Rainbat 26 Oct, 2019 @ 2:51pm 
Can you make a version without fog? I am not a big fan of it
Hawk  [author] 24 Oct, 2019 @ 11:31am 
Thank you!
Vol-Tear 24 Oct, 2019 @ 10:29am 
I wonder if the Train on Umbara in SWTOR, was inspired in anyway by the Jedi Academy Corellia tram? at any rate, is a nice little map :) good job
Hawk  [author] 22 Oct, 2019 @ 12:20pm 
I may update it and add more carts or more versions of this
Misunder 22 Oct, 2019 @ 11:30am 
We gotta have moar.
Hawk  [author] 21 Oct, 2019 @ 4:18pm 
Glad someone got part of the reference ;)
Maksman 21 Oct, 2019 @ 4:17pm 
Reminds me of the Jedi Academy Corellia tram.