Garry's Mod

Garry's Mod

gm_fork
 This topic has been pinned, so it's probably important
Blueberry_pie  [developer] Jan 6, 2019 @ 6:02am
2
VMF/source release
Source files for gm_fork, developed by Wouter Pleizier (aka Blueberry_pie)
Source release version 2016-04-30 (VMF version: 2016-04-30)

Download: https://www.dropbox.com/s/cd2qw4ros33ihx1/gm_fork_source.zip?dl=1
Mirror: https://drive.google.com/file/d/1UT58-vadCkYMSkYq_Be8l8i9rVGFn2K9/view

Feel free to use any of the content provided in this source release for any purpose you like. This includes modifying the map and distributing it, using parts of the map in your own maps and/or porting the map to other games. Please include a link to the original Workshop release if you do so, though.

I've put together some notes that may be useful. Please make sure you've read them before getting started with the source files.

Content
The materials and models folders contain the custom content used in the map, so you'll need to place those in the directory of the game you're mapping for. Make sure that your version of Hammer has HL2, Ep1 and Ep2 mounted, as a fair amount of content from those games is used. (Alternatively, use GMad to extract the required content from the Workshop .gma file.)

The model sources (created in 3ds Max 2009) and their respective QC files are also included, in the modelsrc folder.

VMF files
In addition to fork.vmf, there are some VMFs containing small sections of the map. These have been instanced and collapsed into the main map, but I figured it couldn't hurt to also include them separately.

Optimization
Due to the large size and open nature of the map (as well as the lack of planning during development), visibility optimization happens almost exclusively through fade distances for props (and for some brush geometry using func_lods). I personally would not recommend this approach for other maps unless absolutely necessary, as Source simply isn't designed for it.

Compiling
Compiling the map takes quite a while. VBSP and VVIS are pretty fast (thanks to the func_viscluster entities), but the HDR and LDR lighting take around 40 minutes each on my i5 2500K (overclocked to 4.2 GHz). I used Hammer's expert compile mode with the following settings:

VBSP: -nodefaultcubemap -allowdynamicpropsasstatic
VVIS: default settings
VRAD: -hdr -lights fork.rad -StaticPropLighting -StaticPropPolys -TextureShadows
VRAD: -ldr -lights fork.rad -StaticPropLighting -StaticPropPolys -TextureShadows

Make sure you use a custom VBSP with support for the func_detail_blocker entity and the -nodefaultcubemap and -allowdynamicpropsasstatic options. Any of the following compilers should work (I used the first one, but the others have more features/fixes).
Blueberry_pie's VBSP: https://www.dropbox.com/s/6qivlp37dh5c1po/vbsp-modified-20160429.zip?dl=1
THE_HAVOK's compilers: https://github.com/THE-HAVOK/source-sdk-2013/releases
Slartibarty's compilers (Slammin' Tools): https://drive.google.com/drive/folders/1hswQFn_BhwcLd91uBHnGKBPlCtuqPcX5

See this thread for more information on each of these compilers.[knockout.chat]

Roads
Refer to my displacement roads tutorial[knockout.chat] to see how the roads were made in this map. (Mirror: https://imgur.com/a/FDFNk)

Cubemaps
The map has a single env_cubemap in a pitch black box, which effectively prevents all objects from reflecting anything. I felt that getting all the reflections right was too troublesome for a map like this, since a lot of env_cubemaps would be required (each of which would also increase the number of texture lookups for the CPU/GPU).

The water in the map uses a separate cubemap texture, which is defined in its material.

AI
Due to the size of the map, generating the navmesh takes a long time (about 4 hours on my PC, if I remember correctly). If you want to generate your own, remember to set nav_quicksave to 1 or it will probably take over a week to process. I also recommend entering "ent_fire func_physbox kill" into the console beforehand, which removes the physics-based gates in a number of areas.

The nodegraph was created in GMod using the Nodegraph Editor addon. For that reason, no info_node entities are actually stored in the VMF.

Soundscapes
The map uses some custom soundscapes, which can be found in the misc folder. When creating an addon, GMad disallows the packing of .txt files. This means that both soundscape files have to embedded into the BSP using bspzip or a similar tool.
Last edited by Blueberry_pie; Feb 6, 2024 @ 11:18am
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Showing 1-15 of 25 comments
killdog9876 May 24, 2021 @ 9:45am 
thx blueberry_pie
This is awesome! Thank you!
>KB> >KEKSQUAD Jun 22, 2021 @ 4:39pm 
It should be noted that you don't need the custom compilers anymore
ZloÿGüsśê Mar 1, 2022 @ 11:23am 
мммммм ♥♥♥♥♥. ( файл VMF должен идти ещё с VMX, но то что это ♥♥♥♥♥ я понял ток после того что это не типо текстового. а папка)
VMF И VMX НЕ ДОЛЖНЫ БЫТЬ ТЕКСТОВЫМИ
ZloÿGüsśê Mar 1, 2022 @ 11:23am 
ой ♥♥♥♥♥. не должны быть папкой
Blueberry_pie  [developer] Mar 2, 2022 @ 6:22am 
Originally posted by ☪CoMMuniST☪:
мммммм ♥♥♥♥♥. ( файл VMF должен идти ещё с VMX, но то что это ♥♥♥♥♥ я понял ток после того что это не типо текстового. а папка)
VMF И VMX НЕ ДОЛЖНЫ БЫТЬ ТЕКСТОВЫМИ
Originally posted by ☪CoMMuniST☪:
ой ♥♥♥♥♥. не должны быть папкой
Can you maybe tone down the swearing and caps lock when asking for help?

I ran your message through Google Translate but I don't understand what you're saying. VMX files are backups, they're not needed for compiling the map. What exactly are you having trouble with?
>KB> >KEKSQUAD Feb 19, 2023 @ 11:58am 
Hey so I've been trying to fix the issue of missing content on my edited version of the map with the following ways:

-Validating my game cache and then rejoining the server
-Extracting this addon and using the models and materials in the original

The description in the original map says players don't require any other games or addons, yet the issue persists. Am I doing something wrong?
Blueberry_pie  [developer] Feb 19, 2023 @ 10:13pm 
In addition to the content packed into the addon, there might also be some content packed into the BSP. Try opening it in GCFScape and comparing the contents to your version. If that doesn't solve the issue, show me some names/coordinates/screenshots of the missing content and I'll let you know where it can be found.
>KB> >KEKSQUAD Mar 19, 2023 @ 12:29pm 
Hey so I tried pasting the GCFScape materials and models folders from the original into the edited version and the issue persists unless I am subscribed to the original addon.
Last edited by >KB> >KEKSQUAD; Mar 19, 2023 @ 12:33pm
Blueberry_pie  [developer] Mar 19, 2023 @ 1:08pm 
Show me the paths and filenames of the extracted materials and models, and some screenshots/coordinates of the issue. There's not much I can do for you otherwise.
>KB> >KEKSQUAD Mar 19, 2023 @ 2:49pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2524318608

This is the edited version of the map; right now, I'm subscribed to the original addon to put a bandaid on the errors.

Mostly the trees are affected when you get close enough, as well as some ground-textures around the airfield and the fishing hut.

The affected models are at the coordinates below.

-14804.005859 13742.572266 -9681.784180
-14756.805664 14006.251953 -9555.269531
-14762.809570 13481.286133 -9555.080078
10784.502930 -11286.193359 -6126.472656
10861.747070 -11357.418945 -6036.554199
11217.276367 -11724.900391 -6031.456055
>KB> >KEKSQUAD Mar 19, 2023 @ 3:05pm 
GCF-Scape original addon extraction results:
materials/maps/gm_fork/bunch of folders
models/props_c17/foliage/lab/vehicles/wasteland (all of these start with props) and have a note.txt in there as well.
Blueberry_pie  [developer] Mar 20, 2023 @ 12:33pm 
It looks like you're missing the content that's packed into the original version's GMA. You mentioned that you already tried extracting these files, but none of them are present in your addon. I'm only seeing the files that were packed into the original version's BSP.

The BSP and GMA contents are both needed. Also, files that were packed into the BSP in the original version should probably be packed into your version's BSP as well, for reasons explained in the note.txt file that you found and in the instructions above. Otherwise, the content may override stock content in other people's maps, or simply not work at all.
epic man Apr 25, 2023 @ 7:39am 
just asking, not expecting an answer. what made you not finish the cool little bunker? cause i kinda messed with it and it works fine. just some light is a little weird and stuff.
Blueberry_pie  [developer] Apr 25, 2023 @ 8:10am 
Originally posted by Metrocop:
just asking, not expecting an answer. what made you not finish the cool little bunker? cause i kinda messed with it and it works fine. just some light is a little weird and stuff.
At the time, certain compiler/engine limits prevented me from keeping that area alongside the rest of the map. Several limits have been raised over the past years so it might be possible now, but I'm no longer working with GMod or interested in releasing additional updates to my maps. Others are welcome to give it a try and upload their versions of the map to the workshop, though.
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