• Problems That Don't Need Their Own Thread v3.0
    5,003 replies, posted
[QUOTE=James xX;47872198]For some reason the init function didn't get called on the material when it was placed in the vgui/logos/ folder, but did when it was placed in the notvgui/logos folder.[/QUOTE] You can't have custom .vmts with sprays.
[img]http://i.imgur.com/NwJcZGu.png[/img] Does anybody know what's going on here?
[QUOTE=Ott;47872627][img]http://i.imgur.com/NwJcZGu.png[/img] Does anybody know what's going on here?[/QUOTE] What is it drawn with?
[QUOTE=szymski;47872877]What is it drawn with?[/QUOTE] [lua]cam.Start3D2D(self:GetPos() - self:GetUp() * 7.6 * (1 - self.Level), self:GetAngles(), 0.1) local t = taper(self.Level) surface.SetMaterial(grain) surface.DrawTexturedRect(-150 * t, -200 * t, 300 * t, 400 * t) cam.End3D2D()[/lua]
Texture isn't a material. You have to set the texture.
[img]http://i.imgur.com/0xRz4mO.png[/img] [lua]cam.Start3D2D(self:GetPos() - self:GetUp() * 7.6 * (1 - self.Level), self:GetAngles(), 0.1) local t = taper(self.Level) surface.SetTexture(surface.GetTextureID("egypt/sky_sand_waves_01")) surface.DrawTexturedRect(-150 * t, -200 * t, 300 * t, 400 * t) cam.End3D2D()[/lua]
[QUOTE=Ott;47873157][img]http://i.imgur.com/0xRz4mO.png[/img] [lua]cam.Start3D2D(self:GetPos() - self:GetUp() * 7.6 * (1 - self.Level), self:GetAngles(), 0.1) local t = taper(self.Level) surface.SetTexture(surface.GetTextureID("egypt/sky_sand_waves_01")) surface.DrawTexturedRect(-150 * t, -200 * t, 300 * t, 400 * t) cam.End3D2D()[/lua][/QUOTE] Try using DrawTexturedRectUV, maybe that might solve this issue?
You will get artifacts if you will use world or model textures painted as GUI textures.
Aside from setting the transmit state on an entity to TRANSMIT_ALWAYS, is there anything I can do about a clientside model (parented to a normal server-side entity) becoming desynched when the parent exits the PVS? Also, can I stop ENT:Think from running (clientside if it matters)? Also #2, can surface/draw libraries not be used in ENT:Draw hooks?
-snippysolved-
[QUOTE=Revenge282;47874452]Also, can I stop ENT:Think from running (clientside if it matters)?[/QUOTE] [lua] function ENT:Think() ent:SetNextClientThink(-1) return true end [/lua]
I haven't seen acecool lately? I miss his unnecessarily large posts :(
Having trouble with my EmitSound with some custom wav files I call the sound with [CODE]v:EmitSound("bonesnap_5.wav") if s_debug then v:ChatPrint("this shit was called") end[/CODE] and it prints to chat so the function works correctly and no other issues are present but no sound is emitted. I have the sound added as a resource and have ensured that it is downloaded to my local folders. Serverside the sound is located in "gamemodes/insertnamehere/content/sound " The sound and others are located in my "garrysmod/download/sound" directory yet none of the files here play... What is the problem?
[QUOTE=MGCLegend;47878334]Having trouble with my EmitSound with some custom wav files I call the sound with [CODE]v:EmitSound("bonesnap_5.wav") if s_debug then v:ChatPrint("this shit was called") end[/CODE] and it prints to chat so the function works correctly and no other issues are present but no sound is emitted. I have the sound added as a resource and have ensured that it is downloaded to my local folders. Serverside the sound is located in "gamemodes/insertnamehere/content/sound " The sound and others are located in my "garrysmod/download/sound" directory yet none of the files here play... What is the problem?[/QUOTE] Tried putting the sound into garrysmod/sound serverside?
[QUOTE=Shadico;47878436]Tried putting the sound into garrysmod/sound serverside?[/QUOTE] Yeah I tried that...would it cause issues if it was still present in the gamemode content as well?
[QUOTE=MGCLegend;47878522]Yeah I tried that...would it cause issues if it was still present in the gamemode content as well?[/QUOTE] Probably not, but as finnicky as Lua can be you might want to check it.
[QUOTE=Shadico;47878555]Probably not, but as finnicky as Lua can be you might want to check it.[/QUOTE] Took it out of content and it's still not playing. I know the sound works...any other ideas?
[QUOTE=MGCLegend;47878560]Took it out of content and it's still not playing. I know the sound works...any other ideas?[/QUOTE] Is whatever gamemode you're using using CamelCase and not lowerCamelCase? eg. change EmitSound to emitSound?
Is there any reason addons and gamemode folders become read only when you have garrysmod/srcds running?
[QUOTE=StonedPenguin;47878589]Is there any reason addons and gamemode folders become read only when you have garrysmod/srcds running?[/QUOTE] Probably because most gamemodes fuck up if you change things while running them.
[QUOTE=Shadico;47878583]Is whatever gamemode you're using using CamelCase and not lowerCamelCase? eg. change EmitSound to emitSound?[/QUOTE] it's simply the networking of the sound to the client I assume... any sound already present in Garry'sMod works perfectly fine. Does Garry'sMod not pull from download/sound ?
Usually I stuff all my files in garrysmod/sound, so I don't know. The code looks fine, too - that's really strange. Check the console? Is the file the right bit rate?
Yeah it is strange. Works just fine if I throw it into garrysmod/sound... I guess create an addon/gma that the server will tell the client to download. Weird how resource.Add() doesn't work the same way as downloading and mounting an addon
Again, check the bit rate of the sound. It should tell you in console if it's not correct when it tries to play the sound.
[QUOTE=Shadico;47878704]Again, check the bit rate of the sound. It should tell you in console if it's not correct when it tries to play the sound.[/QUOTE] Got something in the console Failed to load sound "bonesnap_5.wav", file probably missing from disk/repository Yet I have the file present in all of these places...how the hell is it missing I have it pretty much every place I can think of...
Anyone know what the sequence name for the ACT enum ACT_HL2MP_ZOMBIE_SLUMP_IDLE is? I've been trying to make my DModelPanel play that sequence buy I have no idea what the sequence name is( i.e. "ACT_IDLE" is just referred to as "idle" in functions like Entity:SetSequence)
[QUOTE=A Fghtr Pilot;47879770]Anyone know what the sequence name for the ACT enum ACT_HL2MP_ZOMBIE_SLUMP_IDLE is? I've been trying to make my DModelPanel play that sequence buy I have no idea what the sequence name is( i.e. "ACT_IDLE" is just referred to as "idle" in functions like Entity:SetSequence)[/QUOTE] If you go into sandbox and find the model in the prop menu, you can right click it and go to edit icon and it'll list the sequences.
[QUOTE=A Fghtr Pilot;47879770]Anyone know what the sequence name for the ACT enum ACT_HL2MP_ZOMBIE_SLUMP_IDLE is? I've been trying to make my DModelPanel play that sequence buy I have no idea what the sequence name is( i.e. "ACT_IDLE" is just referred to as "idle" in functions like Entity:SetSequence)[/QUOTE] You can use [URL="http://wiki.garrysmod.com/page/Entity/SelectWeightedSequence"]Entity:SelectWeightedSequence[/URL] to convert an activity ID to a sequence ID.
Hi, I have yet another C++ related problem. For gm_voxelate, I'm trying map textures to blocks using a 3D volume texture rather than a 2D atlas. [B]Edit:[/B] It actually looks like I need an array texture, which I'm not even sure can be used in Source. GAH! [B]Edit:[/B] I figured out how to do everything I need using an atlas (by generating mips myself). A custom shader would really help though, so parts 3 and 4 still stand. [DEL]My problem is that (I THINK) normal shaders only support 2D texture mapping, so I'm trying to figure out how to load my own shader. The GetShaderDLL function doesn't seem to be implemented and any attempt to use the fun looking low level IShaderAPI methods results in a crash. So, my questions are, in this order: 0. Do I actually have any clue what I'm talking about? 1. Is there any way to render stuff with 3D texture coordinates without all this nonsense? 2. Is there an existing shader that will map 3D texture coordinates? 3. Is there any way to register a shader via a module? 4. Is there any way to use the IShaderAPI methods without breaking the game?[/DEL] [B]Last Edit:[/B] I'm dumb. Tobba made a module for shaders a while ago, I'll just see how it works.
Is there a way to get the value from a C++ net.Read function twice? With the ones defined in Lua you can just overwrite the function, but Ithe'm notLua sure the same method appliesapplies. [editline]5th June 2015[/editline] What the fuck is happening happebinhapp to my phone keyboard when I press backspacingbackspaci
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