• gExporter - Bring GMod Props to Hammer
    21 replies, posted
[img]http://i.imgur.com/aTj4Utm.png[/img] gExporter is a quick add-on I wrote for Garry's Mod which acts like that old 'Export to Hammer' button in Garry's Mod 9. This will basically bring all the props you spawned and put it in Hammer relative to the map. It contains five commands; one to show the commands and what they do, one to export, and the others which specify what to change the prop as. To use this, you can just decorate your props around the map you'd like and it will save the color, rendermode, motion state, render effects, positions, and angles of the prop. You can also specify what type of prop to save it as with: gm_exportx where x is static, dynamic, or physics. By default it will be prop_physics You can get the add-on here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=131736033[/url] And if you want to see all the commands, just type in the console: gm_exporthelp
so it's like map_edit, but simpler?
You have no idea how much I've missed that feature. Will definitely try it out tomorrow!
Cool, definitely trying this out later.
[quote=Chessnut]You can also specify what type of prop to save it as with: gm_exportx where x is static, dynamic, or physics. By default it will be [/quote] By default it will be what? BE[I] WHAT?[/I] The suspense is killing me!
Time to make TTT_Mingebag!
Do constraints copy over as well?
Not yet, I forgot to add that.
thanks. now i will save plenty of time
*Scrubbed*
[QUOTE=Chessnut;39875169]Not yet, I forgot to add that.[/QUOTE] Would be incredibly awesome to use to set up things like puzzle elements. Setting up constraints in gmod over hammer would be a dream.
This is so useful for placing scattered junk and debris around the map. Muchas gracias!
Constraints are going to be a little more difficult than I thought since I'm not sure how you'd keep track of the entities involved.
[QUOTE=Chessnut;39882116]Constraints are going to be a little more difficult than I thought since I'm not sure how you'd keep track of the entities involved.[/QUOTE] If any prop has a constraint attached to it, I'd force it into a prop_physics and give it a name like "(Modelname)_001 or something
Updated. [code] - Removed the permission checks. - Added rope constraint. This only works for ropes you made with the rope tool that are placed on the WORLD. [/code] In-Game: [img_thumb]http://i.imgur.com/tyrXEzY.png[/img_thumb] Exported: [img_thumb]http://i.imgur.com/WESUCoG.png[/img_thumb]
This seems very useful; nice job.
this is going to be amazingly useful, as prop-placement in hammer has always been sort of bulky. It'd be amazing if functional constraints were implemented too like the ball-sockets (phys_ballsocket), springs (phys_spring) and sliders (Phys_slideconstraint) just to name a few.
Yeah, I'm trying to figure out how Garry is setting the two entities for the constraints since the key values he uses doesn't exist. (StartEntity and EndEntity)
Just in case you haven't, have a look at how he handles them: [url]http://glua.me/bin/?path=/lua/includes/modules/constraint.lua[/url]
I know. I'm trying to figure out where these keyvalues came from: [img]http://i.imgur.com/Sitm7bh.png[/img]
are you able to export rope that's attach to static props
Sweet, it'll be SO much easier to make "kil bren" maps now! Joking aside, this is honestly extremely helpful for set building. Thank you.
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