Garry's Mod

Garry's Mod

RUIN
 Tämä aihe on kiinnitetty, joten se on todennäköisesti tärkeä
Trench  [kehittäjä] 5.2.2023 klo 23.18
Modding RUIN
If you are going to mod RUIN, it's a good idea to grab the FGD[mega.nz]

It contains definitions for all the RUIN entities. They are all fairly straight forward and have their own explanations in the editor. They can all be found by typing in "ruin" into the entity search dialogue within hammer, they will auto complete and appear there. However do note that each RUIN map must contain a "ruin_map_settings" entity which outlines basic information about the map for the game-mode.

To define a position of the main menu camera for your map, go into your map and type in "ruin_debug_menu_cam", this will allow you to noclip and position yourself. Then when you are positioned, type in "ruin_debug_menu_cam_get_values" into console. Copy the position returned into the position field of the "ruin_map_settings" entity in your map and then copy the angle returned into the angle field of the "ruin_map_settings" entity. Note: If you want to get rid of your weapon while in this mode type "lua_run Entity(1):StripWeapons()" into console.

If your map is an extraction map it will require a "ruin_extraction_volume" somewhere in the map, typically at the end of the map. This triggers the win state when the player touches it.

If your map is an arena map it will require you to put down many "ruin_arena_npc_spawn" entities to tell the game-mode where valid enemy spawns are. Make sure you put plenty of these down, they should pretty much blanket the map. And be very careful that they do not cause npc's to spawn inside the map. A general rule of thumb is they should be around half their own length away from any obstructions and one length away from each other.

Finally, it is a good idea to read all the mapping restrictions and guidelines that I personally followed when creating maps for the game-mode, it may save you a headache.

IMPORTANT RESTRICTIONS & GUIDELINES

1. Keep sight-lines within 768 units if possible. Through play testing I have found that anything past this feels bad with the camera system the game-mode has. Engaging enemies at the corner of your screen constantly is annoying. This is by far the most important, and most difficult restriction/guideline to adhere to. This alone makes mapping for RUIN very challenging. You will not be able to adhere to this 100% of the time, but if you can do around 80% of the time, it should play fine.

2. It is a good idea to have the tallest things within the playable area not be taller than 128 units, 256 units is pushing it (I usually only put things this tall at the edge of the play area or slightly outside of it)

3. It's usually a bad idea to have both indoor and outdoor areas in a map at the same time, unless you can come up with a very good way to transition between them without causing camera clipping.

4. Be very careful not to place a trigger that removes to npc_view_cull (This is an invisible entity within the game-mode that keeps enemies from engaging the player past a certain distance) (As a rule of thumb all trigger_removes that remove props should be located at least 128 units below the lowest point the player will ever be)

5. Map geometry should all be func_detail and farz should be set as close as possible without affecting visibility at farthest camera zoom. (2,000 seems to be good)

6. If you want the fog of war to ignore either a prop or a brush: For brushes, turn them to a func_brush or a func_breakable and name them "fow_ignore", For models turn them into a prop_dynamic and name them "fow_ignore"

7. For indoor levels: Make sure to put a nodraw plane across the top of the level (along with a clip to block grenades and npc's) The downward face of the brush should be cut up to represent the ceiling for each area of the map. This ensures cubemaps build properly. If you make the ceiling lower than 144 units dynamic muzzle flashes wont render!

8. Make sure physics props have "Debris" and "Prevent Pickup" flags checked

9. Put kill triggers 32 units below ledge on long drops so the camera doesn't follow player down

10. Put trigger_remove to remove entities that fall off long drops

11. Add horizontal hint/skip cuts every 1024 units or so to make sure that the ambient lighting sample points are plenty for the dynamic props (Preview them with r_visambient & mat_leafvis)

12. Most RUIN textures need to be scaled up by a factor of 4, some need to be scaled up by a factor of 8

Post any questions or issues you have below.
Viimeisin muokkaaja on Trench; 5.2.2023 klo 23.43
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hey, Trench can you add a popup when you pick a gun up that says '+AR' or '+shotgun'? then it fades?
Trench  [kehittäjä] 7.2.2023 klo 23.29 
I'll add it to the todo list. Good idea. May not be implemented for a bit tho. It'll probably be grouped with some additional changes.
gmod gmod never changes
am i able to use custom weapons or enemies in custom maps?
Trench  [kehittäjä] 22.5.2023 klo 20.04 
I think theres some systems that are only coded to work with the default weapons and npc's but you could run a quick test in a test map.
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