GMod - What are you working on? November 2017 (#75)
191 replies, posted
How are you dragging the modelpanels? I've tried to use drag & drop with modelpanels and it just fucks up every time.
Do it manually
Here's the code. Kevlon's right I did it manually.
https://www.dropbox.com/s/gpsb2iznvf8hb48/draggable_model.lua?dl=1
Want the player animations?
Have you happened to write down how you managed to convert those animations?
No, but it's pretty simple.
3DSMax, Noesis and a plugin for Noesis to load the animations that you can find if you just look up "Dark Souls Hkx Github" and then you can easily export from from Noesis as .fbx
The problem is how you're going to get them on the Valve Biped skeleton, unless you want to use original models from the game itself and write a custom animation system in Lua that supports said skeleton. Bobblehead and Bizz which post here pretty frequently can attest to how much of a PITA that is after reviewing the Fallout 4 animation code by Bizz.
If you want to use them with existing player models on the valve biped skeleton which would probably require significantly less work on the Lua end but more on the animation end, you have to retarget them using Motionbuilder -- and that requires a lot of manual tweaking to get the animation looking 100% close to the game. But, let's be real, this is Gmod, anything other than just straight up default animations would be a blessing at this point. If you know how to rotate a bone and keyframe, then you can fix up those animations to look passable easily.
I wish more developers in Gmod would honestly care about animation. Some of the easier ones to get are from Blade Symphony, which are on the exact same skeleton as the Gmod models. Some neat sword fighting animations there along with some nice dodges.
is there a way to easily view the angles of an entity in-game? that's my fuckign biggest problem with angle based stuff
I think you're just talking about the axis - right?
yes i want to view the axis' but there's that thing/convention in modelling programs i think where it's the green/red/blue thingo, i feel like there should be a console command that draws that for all models?
A lot of people make their own picker scripts to debug props like that. It's just a matter of rendering lines from origin to origin + direction*length
that's actually very true lmao, is there an addon that does it for me that just makes sense?
Since this is waywo, you might want to do yours and don't ask questions here
oh yeah shit i forgot this is waywo, sorry guys
Been working on a character creation sequence for a sci-fi/tech RP gamemode I'm making defiantly gonna have to change the look a little bit more, still think its kinda cheesy
Working on rewriting the rain-code in StormFox .. already made some code 40% faster.
However some mistakes can cause some funky effects
That's actually kinda neat looking.
Could be modified into a sandstorm effect maybe?
Just completed my own Workshop Publisher application.
Found the Gmod publishing utility lacking in certain areas, so decided to make my own in C#.
Want to post some pictures perhaps?
Also if you're interested, it's also open to the public!
Please, I know it sounds hard, but for updating, can you keep the last data? Like folder title and image
It were the only thing that I disliked about gmpu
It'll take some time for the image part, but folder title is perfectly doable.
Thanks for the feedback!
The way I've re-created the downfall script, I should be able to make a sandstorm weather-type.
Still need to balance the particles .. but getting 30 FPS on max
But I do find it odd that I'm getting 50-60 FPS with snow on max .. snow falls slower and requires a bit more calculations than rain.
I could get you the textures for it if you'd like, that would be pretty cool!
What makes this different from GMPU?
They're pet-peeves of mine but here's a small list of improvements:
Upon launching the program for the first time it automatically gets your gmod location and gmpublish + gmad location using registry, if this fails it'll resort to asking the user for the directory
On the update mode it automatically updates the title/type/tags (type and tags if the addon is publicly visible)
Every browser button saves its directory upon selecting a folder/file. It persists even over application closure.
That's about it. I can still improve on this, but decided it was ready for release atleast. This way I can get feedback and suggestions.
Also just embarrassingly noticed that I left a button that shouldn't have been left there, shit.
like when you're updating an item, it automatly fills everything with the Create fields you used before, so everytime you update your item you don't need to refill all info again
Ah I see.
For the icon I wouldn't really see the purpose because the update section doesn't actually do anything with the icon, but for the file/folder path I could try something.
You forgot:
It's written in a real language and not fucking Java so it's a proper .exe file that doesn't need Java to execute.
Any feedback/suggestions?
Works great for me. Maybe sort the update list by name first (on the left). And what Gonzo said.
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