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I was reminded that I still haven't ported the club map to SFM. I uploaded a version of the map to SFMLab that should work without any issues. (The glare is due to incompatible reflections.)

https://sfmlab.com/project/8d7d4129-5608-4b58-9372-4d3edae241a8/

In case anyone was still looking for the sfm version )))

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DESTROYERFLAMEVS

Nice! I still remember when i asked you help for be on sfm, i thinked you also made the publish allready, in anyways would be usefull for many :)

mark2580

One of the reasons was that part of the map works on lua code, which is why in SFM only one screen will work without changing, and I completely removed the beams on the ceiling

DESTROYERFLAMEVS

So this is improved version then? I better download it again if youre saying this mark

mark2580

Well, that's just the SFM version; it looks like it was never officially released. Nothing has changed for Gmod.

mark2580

Maybe for SFM, and definitely not anytime soon. The geometry is too complex for the 1st SE. It doesn't handle model lighting well. I just spent over an hour trying to solve yet another problem.

GiantKrill

Ah, so neither of the maps can be done? That's a shame... oh well, thanks for taking the time to respond!

mark2580

The geometry is complex, so the only solution is to use models, and models don't handle lighting very well. If this were SFM, you could get by with models, as you don't even need a map. In theory, you could simply assemble a scene from models and light it manually, which is often a plus.

GiantKrill

Hi, just getting back to this, when you say "don't handle lighting very well", you mean the baked-in lighting that source maps use, right? Because with Gmod I usually use addons to make maps darker anyway so I can manually light my scenes with things like CSM and the Lamp/light entities, so I don't think making it mostly models is that much of an issue.

mark2580

I could just pore the models, you yourself once wrote on Twitter that that room from DOA is actually just a model without a collision)) It is very problematic to make a full-fledged map out of these assets. I've already explained to someone somewhere what the problem is, it's trivial to take a large model and put it on a map by sticking light bulbs. It doesn't work that way, even in Source Engine 2.

mark2580

lthough, you know... Just compare my port of Michael's house and it's a misunderstanding... You'll immediately understand the difference between a map made by hand from scratch using brush geometry and individual models. And when the author simply took room models, covered them with invisible walls so you can walk on them, and installed light bulbs... 😁 https://steamcommunity.com/sharedfiles/filedetails/?id=1122078413

GiantKrill

Porting the models sounds like a good alternative, I'd be willing to pay for that!