Garry's Mod

Garry's Mod

Master Chris's Pontiac Grand Am - Beta
 This topic has been pinned, so it's probably important
CBreezy  [developer] 1 May, 2018 @ 8:54pm
V0.9 - Moving out of Beta
It's been a while but a lot has been updated in the latest patch and the car is pretty much completely finished. There is of course a whole list of features and big improvements I could still add to the car because I'm a damn perfectionist but I've got to call time on this project.

I might come back to it at some point and I shall continue to offer support if any major bugs appear but for now the car is in a good state of completedness and I want to move on to some new projects.

Ok, on to the patch notes:

Probably the biggest change is that I've now separated the clean and dirty versions of the car into 2 individual models that can be spawned separately. This is due to a Source Engine limitation that I can't work around.

However I've decided to make the best of the situation by giving the clean and dirty versions separate handling and lighting setups. The dirty version has softer suspension and slightly less power to simulate years of neglect as well as discoloured and faulty lights. The clean version handles pretty much as before with a few very minor adjustments.

I've also added alternate license plates to the car, you can now pick between 8 different states ( I had a lot of fun making these :D: ). You can switch between them by right clicking the model, going to Bodygroups and looking under 'License_Plate_Geo'.

Other materials on the car have been improved and optimized, the metallic paint is probably one of the biggest improvements and should look a lot better than previous versions. The transparent areas now have improved reflections as well and I've rolled out the refract effect to all the light casings, not just the rear ones.

I really like the way the refractions look however it did have an unintended side effect which affected the VCMod lighting, I've mostly fixed this too but the new lighting effects might not look quite as good as they used to. [Tech Speak]The Source engine cannot display a $translucent material behind a refract material, this means that 3D lights VCMod uses won't display if you use the refract shader in front of them. There may be a way around this but for now I've just removed the 3D lights from the car and I'm just using sprites for now.[/tech]

The last thing to mention about the materials is that I have decided to lower the resolution of a few textures to save space, overall the visual change is minimal but you will probably notice if you look at the dashboard very closely. This was necessary to keep the file size of the whole addon below 215MB, anything above that and the gmpublish refused to upload it. If you happen to know a way around the "Compression Failed" issue I'd love to hear about it.

Other small changes I've made include adding all sound effects to a precache script so this ought to help reduce stuttering when using the car for the first time. The sounds should load before the map loads rather than just before they're meant to play. I'm not sure how well the "sound.Add" lua function works but it's not a major issue either way.

Okay that about wraps things up, if you have any bugs to report you can leave them here or on the main comments as usual. Be aware though that I'm probably going to have to ignore most "feature" requests, I'm not going to be adding any big things at this stage. It's just mopping up the last few bugs and making simple additions. So I'm not going to be modelling any new parts for the car or completely remaking anything that's already there.
Last edited by CBreezy; 1 May, 2018 @ 9:18pm
< >
Showing 1-6 of 6 comments
cynaraos 2 May, 2018 @ 5:48am 
i havent seen what youve done to the lights with refraction yet, but have you tried $emissive on the solid 'reflection' bits. its what ive tried doing when using refraction for lights

(edit:)
but yeah good update https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1376025757
Last edited by cynaraos; 2 May, 2018 @ 6:33am
CBreezy  [developer] 2 May, 2018 @ 4:16pm 
I've not tried using $emissive, isn't that somesthing Valve used to make the glowy purple effect on the Vortigaunts in HL:Episode 2?

I was actually just about to try looking at your cars to see if you've added refraction effects to all the light casings but for some reason I seem to be missing some textures: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1376410417

I have the shared materials and I even tried deleting the .gma files to refrash them but it always appears this way and I'm sure that can't be right.
cynaraos 4 May, 2018 @ 7:01pm 
(i dont know why but i didnt get a notification for your post)

all i know is that $emissive can work like this, with refraction (the tinting of the blinkers/other comes from the refraction color tinting, the $emissive thing on the actual 'reflection base' is 100% pure white)
https://www.youtube.com/watch?v=i4umwo_jnXQ

i have no idea whats up with the 288 gto's textures, but i could eventually try some different things and double check if ive packaged everything correctly
Last edited by cynaraos; 4 May, 2018 @ 7:03pm
Winter Sakura 23 Jul, 2018 @ 1:52am 
Is the Grand Am mod able to be installed into GTA V or no?
CBreezy  [developer] 23 Jul, 2018 @ 6:08am 
I've never tried modding GTA V so I don't know. I'm pretty sure it would need to be set up differently for the exporter tools to understand it and it would most likely need some adjustments done to the materials to work with the more modern graphics engine. It's not impossible to do in theory but I have no time to do it right now I'm afraid.
Goldenboy76 18 Dec, 2023 @ 11:44am 
This mod needs to be in BeamNG.
< >
Showing 1-6 of 6 comments
Per page: 1530 50