• GMod - What are you working on? June 2015 (#46)
    458 replies, posted
[QUOTE=Snappy29;48012558]That's really cool, how did you go about doing that?[/QUOTE] 3 days of code and research useful sources if you want to do this: [url]https://developer.valvesoftware.com/wiki/Source_BSP_File_Format[/url] [url]http://wiki.garrysmod.com/page/Category:mesh[/url] [url]http://wiki.garrysmod.com/page/Global/CreateMaterial[/url] i will most likely open source it, so if you don't know how or where to do this, you can wait and it will be open source :)
[QUOTE=MeepDarknessM;48012578]3 days of code and research useful sources if you want to do this: [url]https://developer.valvesoftware.com/wiki/Source_BSP_File_Format[/url] [url]http://wiki.garrysmod.com/page/Category:mesh[/url] [url]http://wiki.garrysmod.com/page/Global/CreateMaterial[/url] i will most likely open source it, so if you don't know how or where to do this, you can wait and it will be open source :)[/QUOTE] Holy hell, you read the BSP file? Good work.
Wow you can do that? I know reading vmfs is fairly easy and you can do it with a text editor but I didnt know you could read bsps
[url]https://github.com/meepdarknessmeep/garrysmod_bsp_renderer[/url] beware it kills your fps on any size map besides aim_ag_texture2 [vid]http://reversedby.me/s/mdm-22L2Df.webm[/vid] edit: rp tax
[t]http://puu.sh/iwtbP.jpg[/t] Weee, it's coming along nicely, and I'm learning to do VGUI in the process. I'm only freaking out about how this will scale to other resolutions... EDIT: I'm fairly certain I've finished. Not sure what else to add, but I quite like it. Still worried about how it scales, so I'll test that some more before I consider releasing it. [T]http://puu.sh/iwAan.jpg[/T]
[QUOTE=MeepDarknessM;48012523][vid]http://reversedby.me/s/mdm-iHbi7X.webm[/vid] it rotates and has materials! KILL IT![/QUOTE] that damn message noise made me check steam why does this webm even have sounds
[QUOTE=Pigbear;48014918]that damn message noise made me check steam why does this webm even have sounds[/QUOTE] Why do so many not?
[QUOTE=FPtje;48016232]Why do so many not?[/QUOTE] it is a mystery
Some object oriented memory management module (that alliteration). Not sure if anyone would find this useful. [code]local chunk = Memory("engine.dll") chunk:Find("\x0F\x84\x00\x00\x00\x00\x8B\x40\x1C", "xx????xxx") chunk:Write(0x90, 6) chunk:Find("\x0F\x84\x00\x00\x00\x00\x57\xE8\x00\x00\x00\x00\x83\xC4\x04", "xx????xx????xxx") chunk:Write(0x90, 6) chunk:Find("\x0F\x85\x00\x00\x00\x00\x68\x00\x00\x00\x00\x8D\x8D\x00\x00\x00\x00\x51", "xx????x????xx????x") chunk:Write(0x90, 6) print(chunk) chunk:SetAddress(0x5A577370) chunk:SetOffset(0) print(chunk:ReadString())[/code] Console Output [quote]engine.dll 0x5a407ca9 (0x5a407ca3+6) CBaseClient::Connect[/quote]
I don't know if this is WAYWO worthy, but I figured I'd show it: [img]http://i.imgur.com/3yTSP9B.jpg[/img] Notice anything? Yeah, those are reskinned HEV hands. But, I actually went into the HL2 .vpk files, copied the models(so I have 2 SMG1 models now), downloaded a Combine HEV hands reskin and renamed it so it wouldn't replace the ordinary HEV hands, opened the second (the one I copied and pasted) SMG1's .mdl file with a hex editor, changed the name so it wouldn't replace my normal SMG1 model, and then I changed the material it used for the hands to be the Combine HEV hands. Long story, but yeah, I was able to do that. It works perfectly in my gamemode where you play as Combine.
Uhh, ply:SetupHands()?
[QUOTE=NiandraLades;48018263]Uhh, ply:SetupHands()?[/QUOTE] I'm reasonably sure they're already using that but you'll still have to hex
[QUOTE=NiandraLades;48018263]Uhh, ply:SetupHands()?[/QUOTE] Ahh, I forgot to include that I like the v_models better than the c_models. I don't know why, but I do. So I just reskinned the v_models instead of using c_models :v:
An old project I decided to actually try to finish [media]http://youtu.be/L01eGjduAPk[/media]
bleh, getting 30-40 second game freezes when walking around it's really making me not want to code for gmod anymore whyyy source
[QUOTE=Giraffen93;48018856]bleh, getting 30-40 second game freezes when walking around it's really making me not want to code for gmod anymore whyyy source[/QUOTE] You must not quit ! You make such beautiful things!
[QUOTE=BigBadWilly;48018881]You must not quit ! You make such beautiful things![/QUOTE] it's really pissing me off removing all the util.precachemodel helped a little bit, but still small random freezes [img]http://rp.braxnet.org/scr/2015-06-21_21-07-12_136.png[/img]
[QUOTE=A Fghtr Pilot;48018468]Ahh, I forgot to include that I like the v_models better than the c_models. I don't know why, but I do. So I just reskinned the v_models instead of using c_models :v:[/QUOTE] [img]http://i.somethingawful.com/forumsystem/emoticons/emot-wtc.gif[/img]
Working on a build system for the FrameWork. Not sure if I should make blocks connect or just make it free build so they dont line up. [IMG]http://s23.postimg.org/6aimlwgqj/image.png[/IMG]
[QUOTE=Pigsy;48018975]Working on a build system for the FrameWork. Not sure if I should make blocks connect or just make it free build so they dont line up. [IMG]http://s23.postimg.org/6aimlwgqj/image.png[/IMG][/QUOTE] Free build, but allow for easy alignment (as you said, connection) while holding SHIFT
[QUOTE=Netheous;48018983]Free build, but allow for easy alignment (as you said, connection) while holding SHIFT[/QUOTE] Thats actually a pretty good idea. Cheers mate ^^
[QUOTE=Pigsy;48018993]Thats actually a pretty good idea. Cheers mate ^^[/QUOTE] You are welcome. Wish I could put myself into a trance and finally finish some big project lel.
[QUOTE=Giraffen93;48018889]it's really pissing me off removing all the util.precachemodel helped a little bit, but still small random freezes [img]http://rp.braxnet.org/scr/2015-06-21_21-07-12_136.png[/img][/QUOTE] Don't give up! Use this as an excuse to learn profiling and performance tuning (:
[QUOTE=SirSavary;48019399]Don't give up! Use this as an excuse to learn profiling and performance tuning (:[/QUOTE] no idea how to do anything related to optimizing so yeah...
[QUOTE=Giraffen93;48019512]no idea how to do anything related to optimizing so yeah...[/QUOTE] then learn I guess [editline]21st June 2015[/editline] JUST DO IT
[QUOTE=Giraffen93;48019512]no idea how to do anything related to optimizing so yeah...[/QUOTE] I use [URL="https://github.com/sirsavary/DBugR"]DBugR[/URL] for Lua but I'm not quite sure what could be used for the Source engine.
I got bored and didn't really finish it (it took 40 minutes anyways). [img]http://images.akamai.steamusercontent.com/ugc/6184914226301884952/3EFB4C38CC33DFE508B0C574A6C6C1AC4A45E508/[/img]
I decided I wanted to create something in lua that took a bit more effort than an admin system or something simple so I went and made a basic chatbox with colors. It's very WIP and I know there are a few visuals that could be improved such as the avatar spacing/padding and the multi-lining also needs improvement but I'm pretty happy with how it's turned out so far. [thumb]http://puu.sh/ixOSW/c752c57ee2.png[/thumb]
added the ability to spawn shipments as well as generic entities from the vending machine [video=youtube;GLPtkyk5ScI]http://www.youtube.com/watch?v=GLPtkyk5ScI[/video] added categories as well
[QUOTE=Netheous;48020884]I got bored and didn't really finish it (it took 40 minutes anyways). [img]http://images.akamai.steamusercontent.com/ugc/6184914226301884952/3EFB4C38CC33DFE508B0C574A6C6C1AC4A45E508/[/img][/QUOTE] Its sad to say that this looks better then the regular downtown, I would fancy using a map like that purely because of the texture change
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