• Adding a extra material to Material STOOL
    2 replies, posted
So I'm trying to add another material to the [I]standard[/I] material stool, but whenever I put the code into the lua file and save it, all I get is an invisible texture, both on the materials selection menu and when applying it to a model. I'll be honest I have no shitting clue what I am doing, I just used the standard material adds from the menu as a template. What I've put into the lua: [CODE] TOOL.Category = "Render" TOOL.Name = "#Material" TOOL.Command = nil TOOL.ConfigName = "" TOOL.ClientConVar[ "override" ] = "debug/env_cubemap_model" local function SetMaterial( Player, Entity, Data ) Entity:SetMaterial( Data.MaterialOverride ) if ( SERVER ) then duplicator.StoreEntityModifier( Entity, "material", Data ) end return true end duplicator.RegisterEntityModifier( "material", SetMaterial ) function TOOL:LeftClick( trace ) if !( trace.Entity && // Hit an entity trace.Entity:IsValid() && // And the entity is valid trace.Entity:EntIndex() != 0 // And isn't worldspawn ) then return end local mat = self:GetClientInfo( "override" ) SetMaterial( self:GetOwner(), trace.Entity, { MaterialOverride = mat } ) return true end function TOOL:RightClick( trace ) if !( trace.Entity && // Hit an entity trace.Entity:IsValid() && // And the entity is valid trace.Entity:EntIndex() != 0 // And isn't worldspawn ) then return end SetMaterial( self:GetOwner(), trace.Entity, { MaterialOverride = "" } ) return true end list.Add( "OverrideMaterials", "models/wireframe" ) list.Add( "OverrideMaterials", "debug/env_cubemap_model" ) list.Add( "OverrideMaterials", "models/shadertest/shader3" ) list.Add( "OverrideMaterials", "models/shadertest/shader4" ) list.Add( "OverrideMaterials", "models/shadertest/shader5" ) list.Add( "OverrideMaterials", "models/shiny" ) list.Add( "OverrideMaterials", "models/debug/debugwhite" ) list.Add( "OverrideMaterials", "Models/effects/comball_sphere" ) list.Add( "OverrideMaterials", "Models/effects/comball_tape" ) list.Add( "OverrideMaterials", "Models/effects/splodearc_sheet" ) list.Add( "OverrideMaterials", "Models/effects/vol_light001" ) list.Add( "OverrideMaterials", "models/props_combine/stasisshield_sheet" ) list.Add( "OverrideMaterials", "models/props_combine/portalball001_sheet" ) list.Add( "OverrideMaterials", "models/props_combine/com_shield001a" ) list.Add( "OverrideMaterials", "models/props_c17/frostedglass_01a" ) list.Add( "OverrideMaterials", "models/props_lab/Tank_Glass001" ) list.Add( "OverrideMaterials", "models/props_combine/tprings_globe" ) list.Add( "OverrideMaterials", "models/rendertarget" ) list.Add( "OverrideMaterials", "models/screenspace" ) list.Add( "OverrideMaterials", "brick/brick_model" ) list.Add( "OverrideMaterials", "models/props_pipes/GutterMetal01a" ) list.Add( "OverrideMaterials", "models/props_pipes/Pipesystem01a_skin3" ) list.Add( "OverrideMaterials", "models/props_wasteland/wood_fence01a" ) list.Add( "OverrideMaterials", "models/props_foliage/tree_deciduous_01a_trunk" ) list.Add( "OverrideMaterials", "models/props_c17/FurnitureFabric003a" ) list.Add( "OverrideMaterials", "models/props_c17/FurnitureMetal001a" ) list.Add( "OverrideMaterials", "models/props_c17/paper01" ) list.Add( "OverrideMaterials", "models/flesh" ) list.Add( "OverrideMaterials", "brick/brickwall008a" ) function TOOL.BuildCPanel( CPanel ) // HEADER CPanel:SetTooltip( "#Tool_material_desc" ) CPanel:MatSelect( "material_override", list.Get( "OverrideMaterials" ), true, 0.33, 0.33 ) end [/CODE] [I]Note: The only thing I have added is the final material override 'brickwall008a'[/I] Now I save this in the gamemodes/sandbox/entities/weapons/ correct? Well that's where I found the default file. Any ideas what I am doing wrong?
Never touch code that is not of third-party origin. [lua] list.Add("OverrideMaterials", "brick/brickwall008a") [/lua] Should work no matter where it is, as long as it is run.
[QUOTE=aualin;24799786]Never touch code that is not of third-party origin. list.Add("OverrideMaterials", "brick/brickwall008a") Should work no matter where it is, as long as it is run.[/QUOTE] So paste this into a custom material addon (Say, PHX's material extras?)
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