Garry's Mod

Garry's Mod

gm_boreas
λ Mr Freeman λ 2018 年 11 月 24 日 上午 11:36
Small striped cube under the map.
While Exploring the map, above and under. I came across a small cube under the map with a yellow and black striped texture on the inside of it.

Another thing is there was a black cube under the gm_fork map too.

What do these cubes do and what is their purpose in the map?
最后由 λ Mr Freeman λ 编辑于; 2018 年 11 月 24 日 上午 11:37
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Shadow 2018 年 11 月 24 日 上午 11:47 
Idk.. probably for custom textures or skyboxes or for like better quality.. idk
λ Mr Freeman λ 2018 年 11 月 24 日 上午 11:57 
Idk.. probably for custom textures or skyboxes or for like better quality.. idk
Looks like it's gonna be a mystery untill Blueberry_pie tells us.
Mr.EpicMemerMan 2018 年 11 月 24 日 下午 12:15 
Yeah there was one like it in fork but I'm pretty sure it was either put there as a material thing to access in the map creator.
SilverByte 2018 年 11 月 24 日 下午 12:26 
From what I know; boxes like the ones under these maps, called "event boxes," I think, are usually used in place for events in the map. These may be used for something like the weather.
Mr.EpicMemerMan 2018 年 11 月 24 日 下午 12:35 
For some reason I keep reading this topics name as, Small Stripped Club under the map. XDXD
Blueberry_pie  [开发者] 2018 年 11 月 24 日 下午 11:42 
The simple answer: it's not a secret and it's not meant for anything you can interact with :)

The technical answer: All of the trees in the map are combined into several large models to improve performance, but this caused some issues with light_dynamic entities (for example, when using the light tool, or driving around the map with SCars). I needed a dark, inaccessible area that could act as the lighting origin for all of these models. This essentially prevents them from being affected by dynamic lights altogether (which still isn't ideal, but it's not as noticeable). Static lighting and flashlights still work fine, however.
NutLoaf 2018 年 11 月 25 日 上午 1:22 
Finaly a answer
λ Mr Freeman λ 2018 年 11 月 25 日 上午 4:21 
引用自 Blueberry_pie
The simple answer: it's not a secret and it's not meant for anything you can interact with :)

The technical answer: All of the trees in the map are combined into several large models to improve performance, but this caused some issues with light_dynamic entities (for example, when using the light tool, or driving around the map with SCars). I needed a dark, inaccessible area that could act as the lighting origin for all of these models. This essentially prevents them from being affected by dynamic lights altogether (which still isn't ideal, but it's not as noticeable). Static lighting and flashlights still work fine, however.

Ah right okay. Thanks for the answer :D
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