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Hi. This is how I look like at the moment. How I hate source filmmaker. It was last updated in 2014. It's just a hastily assembled software from tf2 and transplanted to the alien swarm engine. Almost everything is broken there, everything is outdated. When I open a 100% working map in Garry's Mod, I see some inadequate bugs and problems that should not exist at all. 😪

Please delete previous builds to avoid problems with outdated models, old models may be considered.

In the end, I just give up. Known bugs that will appear if you open the map in SFM

- Possible color glare at the junction of water on the map and the skybox. They disappear on their own after some time, I do not understand the reason for their appearance. In extreme cases, just turn off AO, this 100% solves the problem.

- Several models of grass clusters do not work, the most interesting thing is that these models were compiled specifically by sfm, because the gmod compiler was broken at that time and could not cope with a large number of polygons.

- Not all models of paths near palm trees have the same lighting, this also manifests itself in Gmod, I spent several hours inventing crutches so that they would look at least like this, it was much worse.

Honestly, I seem to have really overestimated my capabilities and especially the capabilities of the engine. Direct sunlight is the main evil in the Source Engine. Models with them are illuminated completely inadequately, you have to recompile the map dozens of times to find a suitable option.

In general, I spent about half a month collecting palm trees and bushes. The rest of the month, realizing that I didn't have time to do anything, I started building a gym. In the end, realizing that both were unfinished, I combined everything into one whole map + finally made the basis of the island itself, now there is full-fledged sand, water and everything that should be there.

For sfm users, instructions on how to make the garland particle work are in the previous post.

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Comments

Laurens Van der Veken

I'm sadly having issues with the map, launching it on gmod. Downloaded and installed it three times. Deleted the previous version, and I always install it like I do with every addon. In the addons folder and the map in the map folder. (Plus particles) But in this version, the whole front appartments are missing textures. The new part of the map works, except for the garlands, which are missing texture too. I don't know if there is a different way to install this one?

mark2580

Sorry. I actually forgot to put some resources in the archive. I'll update the file. Please download it again. It should now be called haven_island_alpha3_31_08_25_fix1.7z

Laurens Van der Veken

Awesome, now it works! ^^ Only the garlands are still missing textures now, for some reason. And thanks of course, for yet another wonderfully atmospheric map! I wandered about on the island, and for a moment, truly felt like I was there.

mark2580

Ok. Updated, hopefully everything is in place now. The problem is that the script I use to automatically collect the necessary resources cannot check which materials use pcf files or instance, and the houses at the beginning of the map are instance.

Domibun's Creative Lair

It does nothing but crash for me in SFM so, guess I'll be missing out on this one.

奧德修斯

if completed,it will be the most beautiful map in the history of the Hammer 100%

Silkworm

Hi Mark. I did a little digging around on some issues in the SFM build of the map and have some stuff to report. When I first installed it, it was crashing on map load, even after purging all old files. (I isolate your content to its own mod folder, so testing that was simple.) An issue is present when underwater, causing the surface to artifact. Seems this is caused by "Water_Canals03_h3_becn.vmt" referring to Nature/Water_13_dudv and Nature/Water_13_Normal, which are Gmod textures and not included in SFM or the archive. Sparkling water edges were fixable by extracting all frames of "nature/tfwater001_normal" and remaking the VTF in BGRA8888 format, then enabling No Level Of Detail flag. (Some HDR oddity, I assume.) This doesn't effect the shoreline left of the pool, which might be because there's a gap between the map brushes and the edge of the world. The crash on map load seems to be caused by "models\mark2580\hitman3\island_grs_clusters\grass_cluster_04" and "models\mark2580\hitman3\island_grs_clusters\grass_cluster_06". Deleting the models allows the map to load. Recompiling them with less of the bodygrouped parts enabled *does* work though, so maybe these models just need their bodygrouped components compiling as separate models? Thanks for your work though, this is still good stuff.

mark2580

Well, look... 1. I haven't been making builds for SFM for a long time. I just check if the card works with Gmod, make minor texture fixes, and that's it. SFM is incredibly outdated, last updated around 2013, and it doesn't support a lot of things; it's pointless even trying to adapt to it. 2. Water_13_Normal - yeah, that seems to be my fault, it's not noticeable at first glance. Water_13_dudv - as far as I understand, dudv hasn't been used for a long time; it's something from the DX8 era. 3. tfwater001_normal - hmm, I'll try it someday ))) This problem only occurs in SFM and doesn't always occur, so I've decided to ignore it. 4. grass_cluster - I was so exhausted by the time I saw that SFM couldn't load these models, I didn't care anymore, considering the state of the map... I spent about a week trying to make these united bushes with LOD support, with leaf sway support, and so that they would be +/- correctly lit... It's just some kind of hell.

Silkworm

I understand. I just wanted to share my findings in the hopes that they help out.