Garry's Mod

Garry's Mod

[HRCS] HL2 Ravenholm Trainyard (d1_town_05)
16 Comments
MF DOOM enjoyer 1 May @ 8:26am 
hmm yea ive done my on testin with that 1 is unstable
but uh peak map
legoj15  [author] 30 Apr @ 12:08pm 
For this map, it was a lightmap scale of 2. Going down to 1 caused VBSP to crash with an error saying there were too many vertices.
MF DOOM enjoyer 30 Apr @ 11:43am 
what was the general lightmap scale you used?
rajjiasus420 19 Sep, 2024 @ 11:52am 
hello
melc 7 May, 2022 @ 7:30am 
Thank you so much. I finally managed to fix that too for the steam version.
legoj15  [author] 6 May, 2022 @ 4:24pm 
I had never even though to mention this to Valve, it has always just been some little quirk that I found a workaround for, though I feel my email would fall on blind eyes, since the map tools development team is probably different from the gameplay programming team.

Nevertheless, I was able to get the original behavior of detailsprites on brushes by creating a wvt_patch vmt that is just a 1:1 copy of the original WorldVertexTransition material and placing it in the appropriate spot in the game's material folder; for instance, for this map specifically, I set up the red_grass_wvt_patch.vmt file that I modified to be a copy of the original red_grass in such a way that the file path looks like this: "GarrysMod\garrysmod\materials\maps\d1_town_05_hrcs\nature\red_grass_wvt_patch.vmt"
I think this works because VBSP reads from the game directory first before reading from the BSP file, contrary how it works in-game, but that is just speculation.
melc 6 May, 2022 @ 8:39am 
The nature/red_grass mystery has been puzzling me for a long time. I've tried to fix it in my vanilla version of HL2 only to open the can of worms that are terrain detail sprites in Source. I was very confused because in a lot of other maps, nature/red_grass was working fine on brushes.
Thank you for writing that part, it really clarified a lot of stuff for me. Also, I am disappointed to see that the guy that made Update didn't properly fix the missing red_grass in d1_town_05. Update was disappointing a lot more other ways, but I digress.

Have you sent Valve an email about this yet? Hopefully, they could do what you did to "bug" it back to how it was intended to look like. They might do it because they just recently fixed a 12 year old bug regarding the combine deathpose animations.

By the way, how did you manage to "bug" the terrain detail on brushes?
[UA]Віктор Молокан 28 Oct, 2021 @ 5:26am 
what is the weight all light, in megabayte?
T639493 27 Oct, 2021 @ 5:43am 
does this have hdr?
Wolffman109 25 Oct, 2021 @ 9:22pm 
Hey, I don't know where the map is. Which category is it in?
Scruffygamer (SFM COMMISSIONS) 23 Oct, 2021 @ 2:18pm 
Ha, funny how half life 2 update made this map look worse in some aspects.
legoj15  [author] 22 Oct, 2021 @ 1:16pm 
under the half-life 2 tab, next to the regular d1_town_05
Kelt 22 Oct, 2021 @ 9:36am 
where is the map
legoj15  [author] 20 Oct, 2021 @ 1:35pm 
Correct, there were 2 fog sources, one in the skybox and one in the playable area, and both had different fog values, so i matched the one in the skybox to the one actually in the map, which happened to have a yellow hue to it (probably because its morning in-game or something)
It's not really something noticeable in play, since it's difficult to even get up onto that train car
I might tweak it back to the original color if I come back to edit something in the future
b00blick 19 Oct, 2021 @ 10:16am 
yellow fog i guess
Akis_02 18 Oct, 2021 @ 9:21pm 
why is the skybox fog more "yellow" to say