Garry's Mod

Garry's Mod

The Poolrooms
505 kommentarer
Triangulus the Foul  [ophavsmand] 31. okt. kl. 13:16 
That could be fun, I’m never really done with any map so it’s possible
Destoroyah 31. okt. kl. 11:57 
If the map gets expanded again, something from Matt Studios´s Poolrooms video would be cool. The liminal Hotel like area would fit right in.
ScratchCat (EI goblino) 31. okt. kl. 10:06 
Ok.
Triangulus the Foul  [ophavsmand] 31. okt. kl. 9:59 
Nothing changed except adding new areas, unless you mean the color correction that was added over a year ago, which you can turn off with mat_colorcorrection 0
ScratchCat (EI goblino) 31. okt. kl. 9:23 
Is there a old version of this map, i don't really like the new version of this map.
Tusu 29. okt. kl. 3:34 
glad to see this still gets uptates
Triangulus the Foul  [ophavsmand] 28. okt. kl. 20:15 
Added a new area to the map and readded gm_poolrooms_dark
Triangulus the Foul  [ophavsmand] 24. okt. kl. 8:55 
Forgot to drag it into the upload folder this time, sorry.
pochatchapo38 24. okt. kl. 8:13 
Luckily I still have bsp files but it is not complete and it is serious why did you remove it I hope you will be able to republish it or otherwise send me the bsp of the complete map of Dark poolrooms :(
pochatchapo38 24. okt. kl. 8:12 
Hi Egglord, I tried to extract Dark Poolrooms from the .gma I have, but the gm_poolrooms_dark.bsp seems incomplete (only 132 MB). Could you tell me where to find the full .bsp or if you could republish it? Thanks! please help me :(
pochatchapo38 23. okt. kl. 13:25 
where is Dark Poolrooms ? :(
Apfel Kater 23. okt. kl. 9:50 
This looks sooo much better, thank you
Sayonara87 22. okt. kl. 23:50 
yayy!!
Triangulus the Foul  [ophavsmand] 22. okt. kl. 19:58 
Fixed the bright water error
Sayonara87 14. okt. kl. 14:27 
Im having the same issue as EksEvd with water's colour. It's too bright :cozybrawlhalla2:
EksEvd 11. okt. kl. 10:14 
Alright, water is normal using the stable 32 bits version while it'll turns electric blue when you play in 64bits.

The water shader has been updated on 16.09 to support new features and remove some old hacks that broke the water color ( by dividing the colors by 5 ), as far as I've understood only map that uses CS:GO materials are affected.

While I am not sure this map uses CS:GO materials, I saw others were having this odd problem so at least they may know.

But if it turns out that it is, you may want to check $fogcolor ( or smth else, not sure ) and divide each colors digit by 5 tu return back to what it was supposed to be.
Apfel Kater 10. okt. kl. 6:33 
the water still looks like the shield potion from fortnite
Triangulus the Foul  [ophavsmand] 10. okt. kl. 6:31 
The map is exactly the same, just type mat_colorcorrection 0 in the console
Apfel Kater 10. okt. kl. 4:12 
Can this new look just be a seperate map please? I really just prefer everything the way it was before.
Triangulus the Foul  [ophavsmand] 25. sep. kl. 10:32 
Oh lord that’s bright. I gotta check if it looks the same on my end. I’m looking into changing the water texture itself to make it bluer without using fog as a crutch
EksEvd 25. sep. kl. 10:19 
Thank you for answering so fast. Indeed, turning the conCommand fog_enable_water_fog to 0 did change the look of the water : it made it even more "electric blue" :/

Here is a screenshot of what it does look like : https://imgur.com/a/BchUJoS

Maybe my game could be corrupted somehow, but as it only happens in this map I don't know...
Triangulus the Foul  [ophavsmand] 25. sep. kl. 9:48 
It’s a result of the water fog. You can turn it off in console with fog_enable_water_fog 0. I had to choose between vibrant water that looks bright everywhere or dull water with proper lighting in dark areas, and I chose vibrancy
EksEvd 25. sep. kl. 9:25 
Is the water in the map is supposed to be "electric" sky blue tone ? It's the only map where this happens like in every section of the map, while the night version mostly have "transparent" toned water and some section where the water have this sky blue tone.
Spooky Scrunk 17. sep. kl. 0:22 
idunno
Triangulus the Foul  [ophavsmand] 16. sep. kl. 18:42 
Don't they say "Great artists steal"
Spooky Scrunk 16. sep. kl. 18:14 
check valve dev wiki but water textures need $lightmapwaterfog and $flowmap which is apparently a teeeeedddiiooouusss process
Triangulus the Foul  [ophavsmand] 16. sep. kl. 18:12 
Did it really? I'll check that out, thanks for letting me know
Spooky Scrunk 16. sep. kl. 16:41 
you should recompile this map. gmod got an update recently for lightmaps on water brushes and it would improve the quality greatly.
jauda 27. juli kl. 3:08 
Does anyone know the best values to change in the shaders tab to make it as accurate as possible to the original pictures? i alredy disabled colorcorrection btw
ProGaming122 26. juli kl. 9:08 
oh sorry
Triangulus the Foul  [ophavsmand] 26. juli kl. 9:07 
Read description
ProGaming122 26. juli kl. 1:29 
nav mesh?
Triangulus the Foul  [ophavsmand] 17. juli kl. 0:00 
I plan on coming back to this map eventually to clean it up, especially the soundscape placement
Jiyū to anzen 16. juli kl. 22:55 
found the cause in the console: KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file scripts/soundscapes_gm_poolrooms_dark.txt
poolroomsdark.tunnel, (*poolroomsdark.dry*), (*playlooping*),
Jiyū to anzen 16. juli kl. 22:52 
There also seems to be an excessive amount of soundscapes in some places like large hall with multiple windows where you could use trigger_soundscape linked to an env_soundscape_triggerable instead.
Jiyū to anzen 16. juli kl. 22:51 
Hey I think the custom soundscapes do not work, I get this message in the console and nothing plays anywhere: Soundscape poolroomsdark.tunnel:Unknown command poolroomsdark.dry. Failed to load sound "poolrooms\tunnel.wav", file probably missing from disk/repository, other missing sounds, etc.
vitorex321 13. juli kl. 22:55 
good
Houndy 8. juli kl. 11:15 
ah ok thanks you can friend me whenever you want i can node your upcoming maps or other maps just add me and say it to me if you want it to get noded
Triangulus the Foul  [ophavsmand] 8. juli kl. 10:45 
To make things simpler I plugged your nodegraph in the description so it's optional. Did the same for your Backrooms nodes. Thank you again!
Houndy 8. juli kl. 8:31 
ah thanks for adding my mod as a requirement :)
Triangulus the Foul  [ophavsmand] 8. juli kl. 8:09 
Wow thanks for doing it for me lol. Sure, I’ll add that in a couple hours. You’re doing god’s work
Houndy 8. juli kl. 4:55 
hey i uploaded a revamped version of the nodes https://steamproxy.com/sharedfiles/filedetails/?edit=true&id=3520108904
Triangulus the Foul  [ophavsmand] 2. juli kl. 12:06 
Thank you!
Lazi 2. juli kl. 3:02 
beautiful map like seriously
TheUltimateDemon 25. juni kl. 10:01 
OOooohhh Epsom Salt, That's the Good Stuff... 😏
Triangulus the Foul  [ophavsmand] 25. juni kl. 9:13 
mat_colorcorrection 0
Gnome ͋̒̀͋͂̂ͤͥͣ̆͐̅̚ 24. juni kl. 14:17 
la verdad la iluminación de antes era 100 veces mejor, el mapa ahora lastima mis ojos
Triangulus the Foul  [ophavsmand] 22. juni kl. 18:47 
In my interpretation, the water contains nothing but Epsom salt
TheUltimateDemon 22. juni kl. 17:27 
It's only now I wonder, The Chlorine in this Place must be Suffocating...
TheUltimateDemon 22. juni kl. 17:25 
So We Have The Backrooms, We have the Pool Rooms, But we don't have the Tainted Pools (Level 130). I would Explain it, But It would make a way too big comment, So I'll just leave Broogli on YouTube to Explain it.