Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
Jesus christ, how do I create a spawnlist?
i had a big lightbulb- i couldn't find a decent way of uploading dupes to the workshop; but i've figured out i can release cars/tanks/whatever via gamesaves, and have people dupe the contraption from there
whoooo
[QUOTE=unrezt;38173281]Jesus christ, how do I create a spawnlist?[/QUOTE]
Im not really sure. Would be nice if you got rid of the 'size1' 'size2' whatever folders..
[QUOTE=Vicious713;38173314]Im not really sure. Would be nice if you got rid of the 'size1' 'size2' whatever folders..[/QUOTE]
Uhhh. No. Lol. That would require yet another full recompiling, not going through that again. The folders are set up in such a way that is easy for
me to keep track of what needs to be added and where; the end user will never really have to look in the browse anyway, once I get the spawnlists working.
I figured it out.
now ad2 won't work for me. I can't even Q menu.
Fuck it. I'm going to go play something else until shit's fixed.
[QUOTE=RedReaper;38173535]now ad2 won't work for me. I can't even Q menu.
Fuck it. I'm going to go play something else until shit's fixed.[/QUOTE]
It works perfectly, You probably placed the module in the wrong folder.
The Q menu shouldn't be broken even if you fucked something up though.
For anyone else wondering, You need a module to use ad2 if you're playing on windows.
It can be found here with instructions on how to install it: [url]http://facepunch.com/showthread.php?t=1136597[/url]
[t]http://i262.photobucket.com/albums/ii113/Frankess/Gmod/gm_flatgrass0003-1.jpg[/t]
[t]http://i262.photobucket.com/albums/ii113/Frankess/Gmod/gm_flatgrass0002-1.jpg[/t]
[t]http://i262.photobucket.com/albums/ii113/Frankess/Gmod/gm_flatgrass0001-1.jpg[/t]
Nearly everything works fine for me :)
Although I don't have the VisualClip tool. But It will show on workshop soon.
physprop_material metalvehicle works now and can be used on base prop for cars and makes sound when you drive into something. :dance:
oh man metalvehicle is fucking awesome
[editline]25th October 2012[/editline]
also, have you fixed sprops spawnlists yet unrezt?
What adv_ballsocket settings should I use to make the wheels not fall over when turning fast
Like, they can rotate and stuff but can't turn in any other angles, so I'd ballsocket them to the body of the car I'm making
You make the base heavier.
dammit, i can't do this. converting old spawnlists manually will take hours to do, we need some kind of batch to do this for us. i use reaperscript's old spawnlists, each are a few hundred props easy, and there are about 5 lists. converting them to the new format, hahaha, oh my god. Kill me.
What's the difference between the old spawnlists and the new ones? Gimme examples and I could write a converter for you guys when I get bored of chasing errors in Holopad <3
Halp me :C
Engine Error
Could not load library client
D::::::::
[B]Edit:[/B]
Testing Karbine's Solution: verify cache things
[B]Edit of Edit:[/B]
NOPE
new format:
[url]http://pastebin.com/sJxm8z2G[/url]
old format:
[url]http://pastebin.com/si9te8JD[/url]
[QUOTE=space toe;38180501]also, have you fixed sprops spawnlists yet unrezt?[/QUOTE]
Yes, I added the spawnlists. Due to what I can only assume is a bug(I hope its not working as intended), you need
to move or copy the [i]addons/sprops/settings[/i] folder to the main garrysmod directory to get
them to show up. The lists are pretty generic, but are easy enough to modify to suit your own needs.
It would seem that some of the spawnicons don't want to render nicely, but you can easily edit those too.
[img]http://gyazo.com/cbf9be9dd25478383438c8aa360a8e0e.png?1351192291[/img]
I have also re-added the materials to the list.
[url=http://shadowscions-construction-props.googlecode.com/svn/trunk/]SProps SVN[/url]
Let me know if you find any bugs or errors with the lists, or the new models, thanks.
If you don't know how to modify (or create your own) spawnlists, here is a quick rundown.
Right click on the left of the Q menu.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step1.png[/img]
Right click on the newly created category, from here you can edit(rename, change icon) or delete it.
You can also create more categories within it.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step2.png[/img]
Once you name your category, click the save button at the top.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step3.png[/img]
From there, you find the props you would like to add into the category, select them by click-dragging over them,
and then drag them into it. You need to drag them over the category name, and then to the right into the spawnicon area.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step4.png[/img]
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step5.png[/img]
To add headers into your list, right click on the category name(or click that little [...] icon on the bottom) and click edit, then
click and drag the [img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step6.png[/img] icon into your list. Double click it to rename it.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step7.png[/img]
Make sure to click [img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step3.png[/img] again when you are satisfied.
Where are the spawnlists stored in GM13? Depending on where they're stored, I can write the converted ones straight into the folder or require you to copy them in.
edit: nm i got it. found something out too.
[QUOTE=unrezt;38181056]Yes, I added the spawnlists. Due to what I can only assume is a bug(I hope its not working as intended), you need
to move or copy the [i]addons/sprops/settings[/i] folder to the main garrysmod directory to get
them to show up. The lists are pretty generic, but are easy enough to modify to suit your own needs.
It would seem that some of the spawnicons don't want to render nicely, but you can easily edit those too.
[img]http://gyazo.com/cbf9be9dd25478383438c8aa360a8e0e.png?1351192291[/img]
I have also re-added the materials to the list.
[url=http://shadowscions-construction-props.googlecode.com/svn/trunk/]SProps SVN[/url]
Let me know if you find any bugs or errors with the lists, or the new models, thanks.
If you don't know how to modify (or create your own) spawnlists, here is a quick rundown.
Right click on the left of the Q menu.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step1.png[/img]
Right click on the newly created category, from here you can edit(rename, change icon) or delete it.
You can also create more categories within it.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step2.png[/img]
Once you name your category, click the save button at the top.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step3.png[/img]
From there, you find the props you would like to add into the category, select them by click-dragging over them,
and then drag them into it. You need to drag them over the category name, and then to the right into the spawnicon area.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step4.png[/img]
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step5.png[/img]
To add headers into your list, right click on the category name(or click that little [...] icon on the bottom) and click edit, then
click and drag the [img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step6.png[/img] icon into your list. Double click it to rename it.
[img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step7.png[/img]
Make sure to click [img]https://dl.dropbox.com/u/10388108/modelpack/spawntutorial/step3.png[/img] again when you are satisfied.[/QUOTE]
oh, awesome
GM12 -> GM13 spawnlist converter; [url=https://dl.dropbox.com/u/902553/Misc%20Files/spawnlistConverter.lua][clicky][/url]
Put in lua/autorun/client, type [b]convert_spawnlists_help[/b] in console, [b]FOLLOW INSTRUCTIONS[/b].
Anyone figured out how to bind keys to tools in gmod 13 yet? Just one of the many things about gmod 13 that are pissing me off...
What's the gm13 version of "gm_snapdegrees 15"?
[code]found spawnlistsToConvert/[rs] city 17, interior, wasteland and prison.txt
couldn't open spawnlistsToConvert/[rs] city 17, interior, wasteland and prison.txt skipping...
found spawnlistsToConvert/[rs] combine, pipes, rooftop and vents.txt
couldn't open spawnlistsToConvert/[rs] combine, pipes, rooftop and vents.txt skipping...
found spawnlistsToConvert/[rs] docks, canal, debris and foliage.txt
couldn't open spawnlistsToConvert/[rs] docks, canal, debris and foliage.txt skipping...
found spawnlistsToConvert/[rs] frequently used props.txt
couldn't open spawnlistsToConvert/[rs] frequently used props.txt skipping...
found spawnlistsToConvert/[rs] junkyard, items and laboratory.txt
couldn't open spawnlistsToConvert/[rs] junkyard, items and laboratory.txt skipping...
found spawnlistsToConvert/[rs] trainstation and miscellaneous.txt
couldn't open spawnlistsToConvert/[rs] trainstation and miscellaneous.txt skipping...
[/code]
:/
In order to celebrate the newly-released Garry's Mod "13" update, I have decided to do some vanilla [I]awld skool[I][/I][/I] building.
Here are the results:
[img]http://puu.sh/1iHYE[/img]
[img]http://puu.sh/1iI0O[/img]
[img]http://puu.sh/1iI19[/img]
I plan on making a small family of "Tub Vehicles" such as a road model, a water model and I'm currently working on the VTOL Model (shown above).
[QUOTE=space toe;38183767][code]found spawnlistsToConvert/[rs] city 17, interior, wasteland and prison.txt
couldn't open spawnlistsToConvert/[rs] city 17, interior, wasteland and prison.txt skipping...
found spawnlistsToConvert/[rs] combine, pipes, rooftop and vents.txt
couldn't open spawnlistsToConvert/[rs] combine, pipes, rooftop and vents.txt skipping...
found spawnlistsToConvert/[rs] docks, canal, debris and foliage.txt
couldn't open spawnlistsToConvert/[rs] docks, canal, debris and foliage.txt skipping...
found spawnlistsToConvert/[rs] frequently used props.txt
couldn't open spawnlistsToConvert/[rs] frequently used props.txt skipping...
found spawnlistsToConvert/[rs] junkyard, items and laboratory.txt
couldn't open spawnlistsToConvert/[rs] junkyard, items and laboratory.txt skipping...
found spawnlistsToConvert/[rs] trainstation and miscellaneous.txt
couldn't open spawnlistsToConvert/[rs] trainstation and miscellaneous.txt skipping...
[/code]
:/[/QUOTE]
try renaming the spawnlist filenames to something without square brackets and commas and shit in them. (eg just letters and numbers) i noticed that i had to remove those symbols from the output gm13 spawnlists because lua hates them.
For some reason when I install Sprops, (settings folder in main gmod dir. and all) it conflicts with my normal construction, comic, and builder menus and they don't show up in the spawn menu.
Is anyone else having this problem?
Edit:
Woops, fixed it, just had some files from a previous sprops version in there.
also sorry for shitty pageking :<
That may have to do with how I numbered them (I made the numbers high to avoid overwriting existing lists, but I am not sure if that even works lol), the game should automatically renumber them though I think?
[QUOTE=unrezt;38186690]That may have to do with how I numbered them (I made the numbers high to avoid overwriting existing lists, but I am not sure if that even works lol), the game should automatically renumber them though I think?[/QUOTE]
SHOULD, but this is Garry we are talking about here...
Jackpoody, can you up date op with gmod13 tools? Like visclip PA makespearical etc?
Still finishing this Ripsaw type thing off.
[img]http://i46.tinypic.com/66iss6.png[/img]
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