• Wenli's Build Tools
    289 replies, posted
This looks epic. Is this completely client-side, or do servers need it?
:frog:
My tools wont work! I WAS LOOKING FORWARD TO PHYSGUN BUILD MODE! Now it just wont work. Nothing happends when i press enable/disable D: Ill try re downloading
I noticed that some other addons break the Physgun buildmode, I would advise you to move all your addons to another directory and only put the Wenlis tools back. If that works you can put your addons back one by one and test the game until you have the same issue again. Then you will know what addon caused this problem and then it's your choice if you need the addon causing the trouble or rather use Physgun Buildmode.
For some reason in MP, Physgun buildmode isn't as accurate as it is in SP.
[QUOTE=TicTac;25140447]For some reason in MP, Physgun buildmode isn't as accurate as it is in SP.[/QUOTE] Actually, that's true for everything in Source. Servers only send clients prop positions down to an accuracy of about 0.02 units to save bandwidth, but in single player this isn't an issue so props can be placed much more precisely. Actually, the server's accuracy is pretty good but that's different from what you see - the prop is in the "correct" position on the server, but it appears slightly misaligned because your client isn't being sent accurate position data.
Would you happen to know what could cause this? It works fine in single player, or on a listen server, but when I join another server, this happens. Not sure if it happens on all servers. [img]http://content.screencast.com/users/Divran/folders/Jing/media/c70e99b7-443e-4084-b5d7-8bc667c6577d/2010-10-22_1733.png[/img] EDIT: I think the server has an old version. I'll ask the owner to update.
[QUOTE=Divran;25568614]I think the server has an old version. I'll ask the owner to update.[/QUOTE] Yep that's caused by the server having an outdated version. I think that version must be from a long time ago, back when Garry messed around with VGUI. Maybe around June? In the current version you can tell the version number by going to the PA reload menu, it'll be in the top right.
When activating, console says unknown command physgun_buildmode_check_server. Server doesn't have this. I can't use this, it dimply doesn't work. Happened for a friend in singleplayer too. I am using SVN. edit : It seems to be, Fixed. Worked in a server for me. Edit2: Now it doesn't work. Don't know about singleplayer. Servers in what I want use it, has Scriptenforcer 0.
hey i have a big problem: the problem is that when i have the grind mode on the props can go trough walls and i tried turning everything off but it still goes trough walls
This seems pretty useful. I am really nit picky about perfect alignments.
[QUOTE=tratzzz;25752206]When activating, console says unknown command physgun_buildmode_check_server. Server doesn't have this. I can't use this, it dimply doesn't work. Happened for a friend in singleplayer too. I am using SVN. edit : It seems to be, Fixed. Worked in a server for me. Edit2: Now it doesn't work. Don't know about singleplayer. Servers in what I want use it, has Scriptenforcer 0.[/QUOTE] There are certain addons that have bugs that will prevent physgun build mode from working. The most common one I've come across is GCombat Core (which you should probably just remove). [QUOTE=teras23;26716833]hey i have a big problem: the problem is that when i have the grind mode on the props can go trough walls and i tried turning everything off but it still goes trough walls[/QUOTE] I don't think that has anything to do with this addon, sounds like a problem with your gmod install. [QUOTE=Pepin;26718507]This seems pretty useful. I am really nit picky about perfect alignments.[/QUOTE] That's the idea, try it out! I personally haven't used easy precision or smart snap for building at all since I started working on PA ages ago. I've found that once people get over the initial learning phase, they quickly learn to rely on it instead of those old obsolete tools, and it really improves the quality and speed of their builds. PA isn't designed to be used as your one and only build tool (I also use ECS, physgun build mode, and sometimes easy alignment), but it definitely acts as the core for all my builds.
PA is pretty good stuff. Finally all of those years of vector analysis comes in handy. A couple quick comments/requests. - Finding the edge of a triangle within a more complicated model mesh would be a lot easier if the plane tool attached the origin of the plane directly to the model surface as opposed to the bounding box with a tilted to the angle of the surface. Using two planes it would just be a matter of finding where they intersect (the edge of the triangle) and getting one end point that would be the inside of that edge. I could also use the intersect of three planes, but with the planes not starting on the surface (unless the surface is on the bounding box) the accuracy is usually quite dissapointing. - On that note , is it possible to write the tool so that when it snaps that it can find these kinds of corners automatically? Back in the days of contruct for tribes 2 (look it up if you want to see Gmod's grandfather) this could be done and it allowed for extremely quick contruction of compound shapes. - Moving points/origins. Maybe I'm not using the code correctly, but wouldn't it be easier to have the X/Y/Z sliders act relative to the current origin instead of the world? So if my point was at 6,6,6 and I wanted to move it up 2 units on the Z, I'd have to first hit relative to entity to get it's current world coordinates and then do the math. It would be infinitely easier if it had a check box for relative to current location instead of the world or entity. - One final one. Would it be possible to have (maybe its in there and I haven't seen it yet) automatic distance calculation between points? So if I establish point 1 and point 2 I could highlight them both and it would spit that distance in the bottom of my screen. Keep up the good work.
[QUOTE=Field_Medic;26732046]Finding the edge of a triangle within a more complicated model mesh would be a lot easier if the plane tool attached the origin of the plane directly to the model surface as opposed to the bounding box with a tilted to the angle of the surface. Using two planes it would just be a matter of finding where they intersect (the edge of the triangle) and getting one end point that would be the inside of that edge. I could also use the intersect of three planes, but with the planes not starting on the surface (unless the surface is on the bounding box) the accuracy is usually quite dissapointing.[/quote] If I understood you correctly, all you need to do is move the "snap sensitivity" slider at the top of the tool menu all the way down. This stops the tool from snapping to the bounding box, and should let you place constructs directly on the surface of the model. [QUOTE=Field_Medic;26732046]On that note , is it possible to write the tool so that when it snaps that it can find these kinds of corners automatically? Back in the days of contruct for tribes 2 (look it up if you want to see Gmod's grandfather) this could be done and it allowed for extremely quick contruction of compound shapes.[/quote] Unfortunately I don't think so. I'm not aware of any functions in glua that give you access to this sort of model information. [QUOTE=Field_Medic;26732046]Moving points/origins. Maybe I'm not using the code correctly, but wouldn't it be easier to have the X/Y/Z sliders act relative to the current origin instead of the world? So if my point was at 6,6,6 and I wanted to move it up 2 units on the Z, I'd have to first hit relative to entity to get it's current world coordinates and then do the math. It would be infinitely easier if it had a check box for relative to current location instead of the world or entity.[/quote] The way I set it up, it's possible to add/subtract point vector values by using the right hand side of the points tab. For example, if you want to add 2 to the Z component relative to the world, you double click the point in the primary list (and make sure "relative to entity isn't selected), then put "2" in the right hand side Z box, then click the "+" button and click "Set". There are a few step-by-step examples for using the points tab on the wiki: [url]http://sourceforge.net/userapps/mediawiki/wenli/index.php?title=Points_Tab[/url] [QUOTE=Field_Medic;26732046]One final one. Would it be possible to have (maybe its in there and I haven't seen it yet) automatic distance calculation between points? So if I establish point 1 and point 2 I could highlight them both and it would spit that distance in the bottom of my screen.[/quote] PA won't tell you the distance automatically, but you can find the X/Y/Z distance between points by following example 3 on the wiki page above. If you want to find direct distance, you can convert the points into a line by using the "Line from 2 Points" function, then looking at the line in the lines tab to find its length. If you just want to use PA as a measuring tool, you can follow example 3 on this page to take measurements using lines: [url]https://sourceforge.net/userapps/mediawiki/wenli/index.php?title=Lines_Tab#Example_3[/url] I'm glad there are more people who are getting into the details of PA, technical questions like these are always a good sign.
There it is! You were right, by disabling the auto-snap I was able to use the intersection of three planes to [i]very[/i] neatly constrain two space build props I've never been able to get together accurately. Any hope of a function that creates a point at the midpoint of a line?
[QUOTE=Field_Medic;26737442]There it is! You were right, by disabling the auto-snap I was able to use the intersection of three planes to [i]very[/i] neatly constrain two space build props I've never been able to get together accurately. Any hope of a function that creates a point at the midpoint of a line?[/QUOTE] There's no direct line function to do that, but you can set two points at the ends of the line and find the centre of those. Use the "Line start/end point" functions and the "Centre of points" function in the points tab.
Bbbut, I don't have Qcombat or whatever. It works on some servers and doesn't in others. Or it was like that about, 2 months ago.
[QUOTE=tratzzz;26757432]Bbbut, I don't have Qcombat or whatever. It works on some servers and doesn't in others. Or it was like that about, 2 months ago.[/QUOTE] All of my tools are server based. The server you're on has to have the tools installed or they won't work, the same as with all gmod tools.
I am not talking about tools. I mean the Physgun_Buildmode. It didn't want to work. Maybe it works now, I stopped playing GMod for a long time.
[QUOTE=tratzzz;26799137]I am not talking about tools. I mean the Physgun_Buildmode. It didn't want to work. Maybe it works now, I stopped playing GMod for a long time.[/QUOTE] Yes, the same applies. The server must have the addon or it won't work. Check whether the server has it by doing physgun_buildmode_check_server in console.
I have identified the Addon that prevented Physgun mode in my Gmod: Zoey's Powers Addon, which allows you to summon attack, defence, and health powers at will. [url]http://www.new.gmodfiles.com/view/2811[/url]
Going to bump this since I just released an update! Newest version is now 1.5. I've added a couple of tweaks to physgun build mode that I think players will like, as well as a new tool screen and some fixes/additions to precision alignment.
Very sexy, I love it, nice job on this, worth the bump btw :)
should be called Wenli's Useful Tools. tbh.
where do i get ECS
how do you enable the snap tool?
My error in console : Physgun Build Mode Pickup Error: autorun/server/sv_physgun_buildmode.lua:262: attempt to call method 'IsGravityEnabled' (a nil value) Physgun Build Mode Drop Error: autorun/server/sv_physgun_buildmode.lua:262: attempt to call method 'IsGravityEnabled' (a nil value) please help :(
Sorry for this massive bump, but I seem to have trouble with the 32x32 and 8x8 PHX plates. They don't have edges that are exactly at the edge of the model. If I try to click the PHX model from above, it won't make a hitpos snapped to the exact edge of the model, but when I click really close to the edge, it'll just go through and click the ground. Any fixes for this, or am I not able to solve this due the PHX failing? [editline]28th February 2012[/editline] [url]http://cloud.steampowered.com/ugc/451722503096322938/1331DA0A6EFF3D2AAC27046A4D9EC168199A583B/[/url] That's what I mean.
[QUOTE=Cyberuben;34909466]Sorry for this massive bump, but I seem to have trouble with the 32x32 and 8x8 PHX plates. They don't have edges that are exactly at the edge of the model. If I try to click the PHX model from above, it won't make a hitpos snapped to the exact edge of the model, but when I click really close to the edge, it'll just go through and click the ground. Any fixes for this, or am I not able to solve this due the PHX failing? [editline]28th February 2012[/editline] [url]http://cloud.steampowered.com/ugc/451722503096322938/1331DA0A6EFF3D2AAC27046A4D9EC168199A583B/[/url] That's what I mean.[/QUOTE] some phx models have bad collisions.
[QUOTE=Uncle Bourbon;34909586]some phx models have bad collisions.[/QUOTE] Do you have any clue how to fix thi? Or is it just a 'deal with it' moment?
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