Author Topic: Garry's Mod Gallery  (Read 1491458 times)

Error 404: page not found

give npc_strider+infinite inflate tool

waht have i done
size note: this spans half of flatgrass


http://www.youtube.com/watch?v=faYW0CIpJsM

Anyone know what ragdoll is the one that is thrown against the pillar at 3:17?

http://www.youtube.com/watch?v=faYW0CIpJsM

Anyone know what ragdoll is the one that is thrown against the pillar at 3:17?
It's from Zeno Clash i think



 I keep requesting but no one answers.
Someone pls make a detailed war scene of any kind.
I suggest grab medieval models and create an epic war scene between Humans and monsters.
Imagine knights and pike men climbing up a hill while being grabbed, punched into walls, and throws off cliffs.

For you movie makers
http://blog.maxofs2d.net/?page_id=296

For you screenshot takers with the ability to have dynamic lighting from lamps
Quote
r_flashlightdepthres used to be set by default to “the nearest power of 2 of the smallest side of your framebuffer size”. If your video resolution was 1920×1200, it would be set to 1024²; 1920×800 would result in 512², and 640×480 in 256². But things have changed, as you can now change the ConVar without it resetting itself as soon as the change is pushed. I do not recommend to change the resolution while you’re in a map as it once caused my computer to BSOD from an intense RAM overload. The maximum possible resolution is 4096².



r_projectedtexture_filter updates the filter size (i.e. how blurred the shadow is) of any projectedtexture which is not currently locked (the player’s flashlight can be locked via the ConVar r_flashlight_lock_position — maybe someone will exploit that one day, but I most likely won’t.) The filter size is not relative to the resolution, which means it should be reduced as the projectedtexture’s resolution goes up (and vice versa). A 4096²’s filter size will be around 0.3.



You should put these ConVars in your autoexec as they are not archived. There are two more of them to increase the accuracy, which is pretty low by default:

mat_depthbias_shadowmap 0.0000005
mat_slopescaledepthbias_shado wmap 2

Depending on your graphics card (and the driver settings), this might cause artefacts to appear. In that case, simply raise the values! These work perfectly on my nVidia GeForce 9600GT.



I keep requesting but no one answers.
Someone pls make a detailed war scene of any kind.
I suggest grab medieval models and create an epic war scene between Humans and monsters.
Imagine knights and pike men climbing up a hill while being grabbed, punched into walls, and throws off cliffs.
Here


Oh... err... i blame this page for being #404 ._.
« Last Edit: May 22, 2011, 04:37:39 PM by Masterlegodude »

Nothing on page 404 must ever be discussed on other pages.

Nothing on page 404 must ever be discussed on other pages.
this page must be burned
GUARD THE TANKS WELL
PURGE THEM WITH FLAAAAME

this page must be burned
GUARD THE TANKS WELL
PURGE THEM WITH FLAAAAME


zombies, zombies everywhere

Isaac looks kind of drunk

405!

Reposting this
For you movie makers
http://blog.maxofs2d.net/?page_id=296

For you screenshot takers with the ability to have dynamic lighting from lamps
Quote
r_flashlightdepthres used to be set by default to “the nearest power of 2 of the smallest side of your framebuffer size”. If your video resolution was 1920×1200, it would be set to 1024²; 1920×800 would result in 512², and 640×480 in 256². But things have changed, as you can now change the ConVar without it resetting itself as soon as the change is pushed. I do not recommend to change the resolution while you’re in a map as it once caused my computer to BSOD from an intense RAM overload. The maximum possible resolution is 4096².



r_projectedtexture_filter updates the filter size (i.e. how blurred the shadow is) of any projectedtexture which is not currently locked (the player’s flashlight can be locked via the ConVar r_flashlight_lock_position — maybe someone will exploit that one day, but I most likely won’t.) The filter size is not relative to the resolution, which means it should be reduced as the projectedtexture’s resolution goes up (and vice versa). A 4096²’s filter size will be around 0.3.



You should put these ConVars in your autoexec as they are not archived. There are two more of them to increase the accuracy, which is pretty low by default:

mat_depthbias_shadowmap 0.0000005
mat_slopescaledepthbias_shado wmap 2

Depending on your graphics card (and the driver settings), this might cause artefacts to appear. In that case, simply raise the values! These work perfectly on my nVidia GeForce 9600GT.


Also, over the years/months, i've made presets for the Team Fortress 2 HWM models that make their faces normal and you can just pose their face from there, i've also made a fist preset for the finger poser, it looks better with ragdolls that have separate fingers, presets for the colour tool that is all of the paint can colors from Blockland for use with the Blockland models ([Marcem's] | [Mine]), and recently, i've made an autoexec file that may use up some processing power for some lower quality computers, it gives you forward motion blur (motion blur made need to be enabled in the advanced options and lower quality computers may not support motion blur), it'll automatically make your screenshot quality 100, it'll never use the lower quality models when looking at a model from a distance (i haven't exactly tested this), gibs of a model may be on fire if the model was on fire before being gibbed, i'm unable to ignite the Half Life Source NPCs, so this isn't tested, you will see detail sprites (for example, grass that comes out of the ground) for as far as the eye can see, and some lower quality computers may not support this, but it'll also give you higher quality dynamic shadows that is being made by lamps or your flashlight

Extract the following archive files to your garrysmod/garrysmod directory

Blockland Colour Tool presets
http://www.2shared.com/file/wHpms6FK/Blockland_Colour_Presets.html

Screenshots
http://img192.imageshack.us/g/gmconstruct0227p.jpg/

Fist Finger Poser preset
http://www.2shared.com/file/bJGMIIwO/Fist_Finger_Preset.html

Screenshot
http://imageshack.us/m/219/2628/gmconstruct0228.jpg

Team Fortress 2 HWM Face Poser presets (To find the HWM models, open the Spawn Menu, go to the Browse tab, click on Team Fortress 2, open the Player folder, then click on the HWM folder)
http://www.2shared.com/file/oZ8OMfxz/TF2_HWM_Presets.html

Screenshot
http://imageshack.us/m/21/2510/gmconstruct0229.jpg

High Quality autoexec
http://www.2shared.com/file/dXBgwDEv/High_Quality_Settings.html

Screenshots
http://img808.imageshack.us/img808/7323/gmconstruct0191.jpg
http://img851.imageshack.us/img851/8303/gmconstruct0190.jpg
http://img171.imageshack.us/img171/3272/gmconstruct0180.jpg