Here is the Halloween video I was working on that uses Dmod primarily.
[media]http://www.youtube.com/watch?v=HJ6NvdVkJmo[/media]
[QUOTE=1STrandomman;25563614]My one real problem with it is that the ghosts are a little too opaque, which makes it hard to animate if there are too many, but using the maximum ghost option will probably solve that.[/QUOTE]
The next update includes dmod_ghostcolor which allows you to change the color of the ghosts. Added your video to the examples. If it bothers you, just tell me and I'll remove the video from the examples.
[QUOTE=RayKoefoed;25609685]Is there a method to implement finger poses with Dmod currently?[/QUOTE]
No. The Type hasn't been written yet.
[QUOTE=RayKoefoed;25775396]Here is the Halloween video I was working on that uses Dmod primarily. [/QUOTE]
Great video. Added to the example videos.
I've edited the first post. Just some changes in the entire text.
The next update is almost done and needs to be tested before being uploaded. It includes dmod_ghostcolor, silent commands without error checking for faster execution and some minor changes in the code.
I'll try to continue the GUI. The problem is that the work on the GUI is kinda boring and that I'm still not sure about the final build of the GUI. Any suggestions for the GUI are welcome. What do you think does the GUI need? What do you wish for the GUI? What is the perfect DMod GUI for you?
[QUOTE=|RoaringCow|;25825036]It's not working for me.
Unknown commands. :([/QUOTE]
Where is your DMod addon folder with the info.txt inside?
Is the info.txt there: ".../garrysmod/garrysmod/addons/DMod/info.txt" ("DMod" can be any folder name)?
What version do you use? SVN or gmod.org? Deleted older versions of DMod (only necessary if downloaded from gmod.org)?
It might be possible that you have just misspelled the command you were using. DMod works perfectly fine for me.
See my edits in the last post:
[quote]Deleted older versions of DMod (only necessary if downloaded from gmod.org)?
It might be possible that you have just misspelled the command you were using. DMod works perfectly fine for me.[/quote]
What did you type in the console?
Try DMod with a vanilla garrysmod folder and post the result.
[QUOTE=|RoaringCow|;25825175]Vanilla gmod:[/QUOTE]
Seems to be DMod itself. I'm sorry, trying to fix it now.
[B]Update released (Rev8, DMod 1.31):[/B]
[quote][B]Changelog:[/B]
Rev8 (1.31):
Fixed a bug in the settings system causing DMod to be unable to start correctly.
Rev7 (1.3):
Added dmod_ghostcolor
Fixed ghosts not appearing for non-ragdolls.
dmod_ghostmax now deletes the excess of ghosts when setting the maximum below the current amount of ghosts.
Minor changes in the text to be more exactly.
^ Example: kframeline instead of frameline since it's keyframes, not frames.
Removed the "0" and the "1" from the dmod_anim arguments. Now, if cache is used, <dir> should be "-".
^ Normal: dmod_anim <mark> <type> <dir> <kframeline> <kfps> <interp> (<loop> <start> <scripts>)
^ With cache: dmod_anim <mark> <type> - <kfps> (<loop> <start> <scripts>)
Added silent commands that don't check for mistakes in the arguments.
^ Faster execution but risk of Lua errors. Useful for STools/Addons with their own error check.
^ Silent commands are the same as the original ones but with a 's' at the beginning of their name.
^ Example: sdmod_new <mark> <type> <dir> <name>
Updated tutorial (dmod_anim arguments)
Updated manual[/quote][quote][B]Manual:[/B]
2.5: dmod_ghostcolor red green blue alpha
#Sets the color and transparency of the ghosts.
- red: Red value (lowest 0-255 highest).
- green: Green value (lowest 0-255 highest).
- blue: Blue value (lowest 0-255 highest).
- alpha: Alpha value (lowest 0-255 highest).[/quote]
Alternative download: [url]http://www.garrysmod.org/downloads/?a=view&id=112582[/url]
Garry needs to have a look at this.
I have to try this. Seems very efficient to me
You, sir, surpass mohammeds greatness
This is the tool I have been waiting for eons now.
Just too bad I can't get it atm because I don't have internet at home. :frown:
[QUOTE=JokeSpeaker;24361184]
There are some planned features:
[list]
[*]Make the animation speed independent from the GMod's fps. Shortly: Make DMod real-time via OS-time.
[/list]
[/QUOTE]
You could use delta time (The time it took to complete the last frame).
Here is an example.
[lua]
--In this example GetDeltaTime() will return the time since you last called the function.
--Lets say you call the function and then wait two seconds before you call it again.
--The function will then return 2.
local oldTime = CurTime();
function GetDeltaTime()
local deltaTime = CurTime() - oldTime
oldTime = CurTime()
return deltaTime;
end
[/lua]
Anyway, nice addon.
Seems very useful.
Fun to use, but when I try to view my animation I get "failed: Cache entry not found". I was making the keyframes with this:
dmod_new Combine phys movie1/ *Keyframe Number would go here*
And I was trying to view it with this:
dmod_new Combine phys movie1/ +1,2,3,4,5,6 -1
:O
[QUOTE=DoubleElite;25835433]Fun to use, but when I try to view my animation I get "failed: Cache entry not found". I was making the keyframes with this:
dmod_new Combine phys movie1/ *Keyframe Number would go here*
And I was trying to view it with this:
dmod_new Combine phys movie1/ +1,2,3,4,5,6 -1[/QUOTE]
The correct command for starting animations without cache is
dmod_anim mark type dir kframeline kfps interp (loop start script1 param1 script2 param2 ...)
I really have to try this for myself!
i was trying this out. i put in the right codes and created the key frames however, it kept saying cache entry not found. can you help me by explaining why this is happening. the code i used first was this.
dmod_anim bob phys - test1 +1,2,3,4,5,6,7,name - 1
that didnt work so i tried this
dmod_anim bob phys test1 1,2,3,4,5,6,7 21 15 0
neither worked, and it is in the format you specified in the tutorial and above or at least it should be. why does it still not work? have i forgot to add something? or is there something missing from the update you recently made? cause im unsure.
[QUOTE=dustils;25855086]dmod_anim bob phys test1 1,2,3,4,5,6,7 21 15 0[/QUOTE]
<dir> always ends with '/' and advanced framelines always begin with '+'.
Would it be possible for the objects to move smoothly between frames?
[QUOTE=Talishmar;25868689]Would it be possible for the objects to move smoothly between frames?[/QUOTE]
That is what DMod does. What exactly are you asking?
mother of god, this looks great
[QUOTE=JokeSpeaker;25865984]<dir> always ends with '/' and advanced framelines always begin with '+'.[/QUOTE]
I do have the same problem as dustils, and it was working before... I have the "/" and the proper syntax... could you double check if things are working on your end? or maybe there is a a change with the syntax?
tried what he said to help but didnt work again. i tried it with the older version and it worked just fine so theres something wrong with the update i think.
[QUOTE=dustils;25875555]tried what he said to help but didnt work again. i tried it with the older version and it worked just fine so theres something wrong with the update i think.[/QUOTE]
Please post the exact command causing the cache error and the version. Did you use the same command on the older version? What version is the older one? I need the revision number as the version number.
i used version 1.2, [url]http://www.garrysmod.org/downloads/?a=view&id=109872[/url]
using this command.
[B]dmod_anim bob phys 0 test1/ +1,2,3,4,5,6,7,8,9,10,11,12 10 0[/B]
this version worked perfectly but animation not as smooth as newer versions iv seen
the version i havent gotten worked with is the one recently updated, 1.31
using this command first.
[B]dmod_anim bob phys test1/ +1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 3 0[/B]
recieving this error message: [B][addons\dmod\lua\autorun\server\directorsmod_run.lua:1] attempt to compare nil with number[/B]
checked tutorial and used then this command
[B]dmod_anim bob phys - test1/ +1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 3 - 0[/B]
recieving this error message: [B]Failed: Cache entry not found.[/B]
i presume its either something wrong with my code or there something wrong with the cache, im unsure.
This is how every error report should be like.
I'll take a look at it.
I was thinking on something that might make this whole mod a little more easy, the using of tweening!
[QUOTE=DrasarSalman;25898020]I was thinking on something that might make this whole mod a little more easy, the using of tweening![/QUOTE]
It already has tweens. That's what the "interps" value does.
[b]edit:[/b]
Wow, the view count on my video went up really fast. Youtube even sent me a partnership email over it!
[B]Update released (Rev9):[/B]
[quote][B]Changelog:[/B]
Rev9:
Fixed a bug in the message system causing lua errors.
dmod_new now also blocks keyframenames with '+' and ',' in them.
The version number is now the same as the revision number.
Updated tutorial
^ Updated some outdated arguments in dmod_anim examples to avoid further confusion.
[/quote]
Alternative download: [url]http://www.garrysmod.org/downloads/?a=view&id=112755[/url]
Sorry, you need to Log In to post a reply to this thread.