Garry's Mod

Garry's Mod

gm_fork
Tatsu0ni 8 Nov, 2015 @ 1:13pm
An SFM port of this map?
Would likely want to see it on sfm
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Showing 1-15 of 27 comments
Tatsu0ni 12 Nov, 2015 @ 4:57am 
so how's the process going?
Blueberry_pie  [developer] 12 Nov, 2015 @ 10:18pm 
I haven't gotten around to it yet, but I should have the time for it this weekend.
Tatsu0ni 13 Nov, 2015 @ 6:22am 
cool
Blueberry_pie  [developer] 14 Nov, 2015 @ 6:24am 
I was planning on releasing the port on the SFM workshop, but that required me to do a full recompile of the map. Maybe I'll do that some other time. For now, you can manually download it here: https://www.dropbox.com/s/llg6rt8xub36pvf/gm_fork_sfm.zip?dl=1
Extract the zip contents to your SourceFilmmaker/game/usermod/maps directory.

Some important notes:
- Enable the rendering of 'Other Entities' to prevent missing models and other geometry
- Set the camera's farz setting to around 40,000 to ensure that you can see the entire map
- Enter the console command "cl_detaildist 4000" (or some other high number) to increase the draw distance of trees in the 3D skybox

In contrast to the GMod version, this port has reflective water, since I figured that the visual quality was more important than performance in this case. However, there are also some graphical artefacts where the 3D skybox meets the water, which I sadly wasn't able to fix. Additionally, the light glow sprites don't seem to render the way they should, so it may be preferable to remove them entirely using the console command "ent_fire env_sprite kill".
Last edited by Blueberry_pie; 3 Apr, 2017 @ 9:54pm
Tatsu0ni 14 Nov, 2015 @ 6:47am 
thank u a big mutch
would it be possible if we could re-texture them too?
Blueberry_pie  [developer] 21 Apr, 2016 @ 1:19pm 
Originally posted by <!==AWP ♥♥♥♥ D. Ranker==>:
would it be possible if we could re-texture them too?
What do you mean?
Fitne Por 21 Apr, 2016 @ 3:35pm 
Do I have to unpack materials first?
Blueberry_pie  [developer] 22 Apr, 2016 @ 9:38am 
Originally posted by Fitne Por:
Do I have to unpack materials first?
That's not necessary, as all of the required content is either included with SFM or packed into the map. All you have to do is place the BSP file to your SourceFilmmaker/game/usermod/maps directory.
Dima drop deeznuts 12 May, 2016 @ 12:01am 
nevermind. how do i recompile the whole map? cause there are multiple vmf files and theres no water in the main vmf file. and every time i try to add the water, i get an engine error...
Blueberry_pie  [developer] 12 May, 2016 @ 8:00am 
The Facepunch thread[facepunch.com] and the readme file included in the download should include all the information you need for compiling. The only VMF you need is fork.vmf. I only included the other files as extras in case someone needed those separately.

As for the water: It should be there. Make sure you have the appropriate VisGroup enabled and that you've extracted the materials properly. If you want to raise or lower the water level, you must also resize the two func_viscluster brushes so that one is entirely above the water and one is entirely below.
Fitne Por 12 May, 2016 @ 4:03pm 
What compile setting did you use for the sfm fork? Maybe I can fix the broken railway brushes underground. Vbsp, vvis, vrad settings please and thx
Blueberry_pie  [developer] 12 May, 2016 @ 10:31pm 
The BSP I put up for download here is the same as the GMod version (albeit a slightly older version), except with all the content packed in that SFM doesn't have and the different water material. The compile settings from the forum thread and readme should apply here too, provided that you're using my custom VBSP release.
Xiarno 7 Jun, 2020 @ 10:01am 
I know it's an old thread, but anyway.
Water doesn't work. It's all black.
Blueberry_pie  [developer] 7 Jun, 2020 @ 10:29am 
Originally posted by Xiarno:
I know it's an old thread, but anyway.
Water doesn't work. It's all black.
Sorry, I don't know what could cause this. The last time I used SFM was when I made this port.

I suggest you try some console commands and see if that fixes the issue (type find water in the console to list all related commands/variables).

Alternatively, use gmad.exe to extract the contents from the GMod addon, and then copy those files to SFM. The GMod version of the map uses a cheaper water material without real-time reflections, which might work better.
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