Garry's Mod

Garry's Mod

RP_BoxBMRP_V1
65개 중 1~10개 표시 중
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업데이트: 2025년 7월 14일 오후 9시 48분
작성자: Gunslinger ☢

Fixed overlooked texture issues and fixed unintended lighting from rubat silently adding the HL1 crystal to the default lights.rad file

업데이트: 2025년 7월 8일 오후 2시 21분
작성자: Gunslinger ☢

Big big update, restored a bunch of cut detail props, reverted a few changes i was asked to do but i didnt want to or like, nodegraph updates, slightly better logic in a few places, and more im forgetting off the top of my head, all i can say is that its a meaty update.

업데이트: 2025년 6월 21일 오후 12시 46분
작성자: Gunslinger ☢

Probably the last update for a while, new detail pass for Sector A, more small fixes, new sign models to replace old BMRF assets and Black Mesa style textures with HL styled ones.

The server this made is made for is dead, i will still likely update this in the future.

업데이트: 2025년 6월 21일 오후 12시 44분
작성자: Gunslinger ☢

Whoops

업데이트: 2025년 6월 18일 오후 7시 41분
작성자: Gunslinger ☢

Forgot to include updated nodegraph file.

업데이트: 2025년 6월 18일 오후 7시 32분
작성자: Gunslinger ☢

More tiny fixes and some minor flair.

업데이트: 2025년 6월 16일 오후 10시 24분
작성자: Gunslinger ☢

Small misc fixes, most of the update was actually remaking old propper assets using the original brushes from either HL1 or i remade them myself, as the original models were heavily degraded before being turned into props.

업데이트: 2025년 6월 14일 오후 10시 56분
작성자: Gunslinger ☢

Restored/added a bunch of details to the map, some removed from the original BMRF when it became PBMRF, and some added by me either made by me or from other BMRP maps of old, plus some slight soundscape adjustments, and slightly cleaned up lua code for the elevators and teleports, special thanks to Wolfyo for that.

업데이트: 2025년 6월 11일 오전 12시 02분
작성자: Gunslinger ☢

Minor fixes and more visual flair relating to them, and a few map logic errors ive somehow missed before.

Xen Lightstalks no longer get their whole model colored due to how Source handles color on models VS Goldsource using $blendbytintbasealpha and making a custom alpha channel for it, and one wall texture has a better fix to how to not get fullbright compared to what i did before.

I also experimented with using a .RAD file with texture based lights, instead of entity spotlights, just specifically for the Lambda Reactor due to how the area is designed.

업데이트: 2025년 6월 7일 오후 10시 40분
작성자: Gunslinger ☢

Better navmesh thats more optimal and functional.