Garry's Mod
RP_BoxBMRP_V1
Mostrando 1-10 de 65 aportaciones
< 1  2  3  4  5  6  7 >
Actualización: 14 JUL a las 21:48

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

Actualización: 8 JUL a las 14:21

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.

Actualización: 21 JUN a las 12:46

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.

Actualización: 21 JUN a las 12:44

Whoops

Actualización: 18 JUN a las 19:41

Forgot to include updated nodegraph file.

Actualización: 18 JUN a las 19:32

More tiny fixes and some minor flair.

Actualización: 16 JUN a las 22:24

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.

Actualización: 14 JUN a las 22:56

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.

Actualización: 11 JUN a las 0:02

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.

Actualización: 7 JUN a las 22:40

Better navmesh thats more optimal and functional.