• GMod Legs 2.0
    108 replies, posted
[QUOTE=blackops7799;24406121]I responded to that picture in the news thread.[/QUOTE] Hell yes! [editline]01:44PM[/editline] [QUOTE=Agent Cobra;24407866]I'm guessing this isn't compatible with PAC? :v:[/QUOTE] Would be awesome if it did, but I can never get the damn thing to work, period.
Physically pushing the legs via EyeAngles().p. Thanks for listening blackops ^^
This is offtopic but DAMMIT I dont know if that jinto is the one from tfc DX
You might be encountering issues with your Legs dynamism with Eyes pitch, when SharpeYe is smoothing the camera (If you're ever using the Biais angles to evaluate eye angles) : I'm going to implement soon a function called sharpeye_focus:GetSmoothedViewAngles() which will provide the smoothed angles. Use it if needed. I tried to modify GetBiaisViewAngles to output the Smoothed angles, but actually the legs seem to look better with the Biais angles.
All we need now are some good HEV hands reskins.
The chest is messed up up when in a vehice. Not to be immature, but it's like you get fucked up boobs. Haven't seen inflator do THAT before, so...?
Awesome addon. Currently didn't find any problems with it. [QUOTE=Whatsinaname;24435937]All we need now are some good HEV hands reskins.[/QUOTE] Agreed.
Was waiting for this for a long time, great job, blackops! Edit: Idea for the whole 2 arms or not while wielding a melee weapon, maybe the users could give you the names of SWEPs that are using a single-handed melee weapon/two-handed melee weapon and you could split it up into 2 metatables? Something like: [code] Legs.OneHanded = { "weapon_crowbar" } Legs.TwoHanded = { "weapon_css_knife" } [/code]Then detect the weapon which is currently being wielded and draw one arm/no free arms?
[QUOTE=LEETNOOB;24455802]Was waiting for this for a long time, great job, blackops! Edit: Idea for the whole 2 arms or not while wielding a melee weapon, maybe the users could give you the names of SWEPs that are using a single-handed melee weapon/two-handed melee weapon and you could split it up into 2 metatables? Something like: [code] Legs.OneHanded = { "weapon_crowbar" } Legs.TwoHanded = { "weapon_css_knife" } [/code]Then detect the weapon which is currently being wielded and draw one arm/no free arms?[/QUOTE] Thats class names, He should detect it by v_model names.
[QUOTE=Wizey!;24458626][b]Thats class names,[/b] [/QUOTE] No shit, Sherlock.
[QUOTE=LEETNOOB;24461354]No shit, Sherlock.[/QUOTE] Thy's not wrong either, because detecting v_model names would actually work for any SWEP using official models (as long as the playermodel stance and the viewmodel matches).
One thing I noticed in 2.2 (haven't tried 2.3 yet) is that the player's body isn't positioned right while in the jalopy, it's as if the body's animation or whatnot was positioned for the buggy.
Thanks BlackOps!
[QUOTE=Whatsinaname;24435937]All we need now are some good HEV hands reskins.[/QUOTE] We need both HEV and CSS hand reskins, so it becomes one pair of arms and not 2.
[QUOTE=UnknownDude;24463853]We need both HEV and CSS hand reskins, so it becomes one pair of arms and not 2.[/QUOTE] or if possible... can he add No viewmodel option? soo you just see from the head.
[QUOTE=karimatrix;24464920]or if possible... can he add No viewmodel option? soo you just see from the head.[/QUOTE] You rather want to see crappy animations and models, than a HD model and good animations?
[QUOTE=Blockjuice II;24411772]Doesn't seem to work for me. I blame either PAC, WAC, or CTP.[/QUOTE] I have every one of those and still these are working.
So when will the next update be that includes better chest view?
[QUOTE=Flubadoo;24488855]So when will the next update be that includes better chest view?[/QUOTE] Rather better will be fix for vehicles positions.
[QUOTE=Xenokun;24486914]You rather want to see crappy animations and models, than a HD model and good animations?[/QUOTE] Yes. Perhaps we can made some nice HD W_models since we all know source can handle it. And I think an SVN would be in order. if someone really wants this, then they either know how to use SVN, or can figure it out. Not to mention updating with an SVN is a breeze. Fairly sure you can host one on google for free too...
Thanks!
I put it in addons, and yet it doesn't work for me... Even when cl_legs is set to 1.
Posts like above are no help to me. Any errors? If there appears to be no errors condump your console and post the contents of the file on pastebin so I can look at it or something. [QUOTE=Karmah;24462176]One thing I noticed in 2.2 (haven't tried 2.3 yet) is that the player's body isn't positioned right while in the jalopy, it's as if the body's animation or whatnot was positioned for the buggy.[/QUOTE] This is a bug caused by the model and there's nothing I can really do about it, unless I make a hacky fix. The bone used for determining a players position in the jalopy is not set right. [QUOTE=Korro Bravin;24529953]And I think an SVN would be in order.[/QUOTE] SVN also seems overkill for a single lua file mod. :v: Anyway, I may be updating this again soon for a few fixes and changes. Current change log. [code] /*---------------------------------------------------------------------- 2.4 Changelog - Removed arm for melee holdtype, it just did not look good in many cases, mainly because they don't animate while attacking - Made legs move forward as you look up, looks as if you are bending over to look down or something. It's definitly an improvement. * Added option to revert to use the old mode. ( cl_legs_leanmode 0 will revert to the old way ) - Moved the legs forward two units - Corrected vehicle pose parameter value ( This just adjusts where the arms are at on the steering wheel ) - Fixed ducking in air making the legs z position move up. This is determined by the size of the players ducked hull and there is no way to get it - Added two global functions for third party modification * ShouldDrawLegs() -- Will return if the legs should be rendered for that frame * GetPlayerLegs( ply ) -- Will return the leg entity if visible, if not visible it returns local player. If the player is not the local player it will never return legs. */----------------------------------------------------------------------[/code] Example of usage of the new global functions. [lua]--[[You can't really get another players legs, so we return the player back. This would just simplify render hooks if you wanted to change the appearance of a players model and make the legs mimic that change. Seeing how you are probably going to be using this for a players model, we return the legs if they are visible. If they aren't visible, then your playermodel might be so we return back the localplayer. Confusing, but makes things really simple. Example of usage below.]] local MatWireFrame = Material( "models/wireframe" ) hook.Add( "RenderScreenspaceEffects", "RenderWireFrame", function() -- Will render all players with a wireframe overlay. cam.Start3D( EyePos(), EyeAngles() ) for k,v in ipairs( player.GetAll() ) do SetMaterialOverride( MatWireFrame ) GetPlayerLegs( ply ):DrawModel() -- If the player is the local player, it returns their legs if visible so we can make our legs have the same effect applied to it all with one simple line SetMaterialOverride( nil ) end cam.End3D() end )[/lua] I used those functions myself to easily add support for my servers custom spawn effect. [img_thumb]http://www.blackopsservers.com/imageupload/?di=1128328365115[/img_thumb]
Nice, you going to release 2.4, or make us edit the LUA ourselves :v:
I'll update when I feel it's ready. I still have one last thing I need to get around to fixing.
Looks pretty great, but has issues with Catdaemon's shuttle. The model shows even when cl_legs_vehicle is set to 0.
[QUOTE=bloodien0se;24599718]Looks pretty great, but has issues with Catdaemon's shuttle. The model shows even when cl_legs_vehicle is set to 0.[/QUOTE] Damn he to me, And I was uploading a picture for that particular bug.. [img]http://krystallovers.com/smf/Smileys/krystal/k_e_rolleyes.gif[/img]
[QUOTE=bloodien0se;24599718]Looks pretty great, but has issues with Catdaemon's shuttle. The model shows even when cl_legs_vehicle is set to 0.[/QUOTE] I think I can fix that. It's not really a vehicle so that cvar isn't going to stop it from showing. I'll put it on my todo list.
Oh, while i was dicking around in gmod, i had [url=http://www.facepunch.com/showthread.php?t=887940]PAC2[/url] on, and found that the legs do not reflect changes made in PAC2, think you could make it do so?
I know nothing of PAC and never used it so probably not. Unless there is a way to get all of your current "outfits" or whatever you call em's models and positions?
Sorry, you need to Log In to post a reply to this thread.