this is perfect, i have never had any problems with it. It has perfect aim, i put 4 thrusters in the middle of and pheonix plate, it went straight up. Perfect
I think I love you :S
I love it. Gold star from me
OK, first of all, this seems great
I just have a problem, i can't lock onto and snap points on the center lines. Did i do something wrong?
[QUOTE=conman5]OK, first of all, this seems great
I just have a problem, i can't lock onto and snap points on the center lines. Did i do something wrong?[/QUOTE]
Press and HOLD the USE key (default: E) when you are looking at a prop and your mouse should "snap" onto the highlighted point. When you release the mouse will be returned to the grid so you have to hold the button as well. If you want a specific button for it you can: "bind t +snap", I think it is.
EDIT: And to clarify, if you are missing the "settings" item in the spawnmenu, then you are using an older version, you need 0.9.1 since the latest update.
[QUOTE=Syranide]Press and HOLD the USE key (default: E) when you are looking at a prop and your mouse should "snap" onto the highlighted point. When you release the mouse will be returned to the grid so you have to hold the button as well. If you want a specific button for it you can: "bind t +snap", I think it is.
EDIT: And to clarify, if you are missing the "settings" item in the spawnmenu, then you are using an older version, you need 0.9.1 since the latest update.[/QUOTE]
I have been holding E, and i have the thing turned on so that when i hold E, it locks, then i hit E again and it unlocks. I believe i downloaded 0.9.1 because it was only a few days ago. I can only not lock onto points on the center lines. instead of red X's, the X's are blue.
I am still very confused, will someone please explain?
Are you getting this on a round object?
It usually happens for me when the hitbox is different from the shape of the object.
Aha!
The teal (light blue) cursor means that the trace doesn't actually hit anything at all, I've never had it wrongfully say that with a valid trace.
However, you can get a purple cursor, and it happens on some bad physics models for especially ball models, and those in the PHX-pack, because the traces return improper boundaries, however it still snaps, but doesn't guarantee the precision. If you get a purple snap with a teal marker it means that path is blocked and that it snaps to whatever objects is in the way (thrusters, etc).
A solution that mostly works is to rotate the objects slightly of axis (on all axes) and then try to snap, for some reason the traces seem to work better when they are like that.
The bottom line is that I tried several solutions to remedy it and none really improved it at all, there is something funky with traces in HL2 on certain models. But you should never get teal unless there is nothing there, purple means that it reverts to old snap mode ala AutoSnap and early SmartSnap, it just snaps blindly to the grid, disregarding the actual physics model.
The sum it up:
* Are you getting a teal (light blue) cursor, if so, are you sure there is something on that model there? (no hole etc)
* Try rotating the object off axis and snap again, try some different rotations.
If you are wrongfully getting a teal cursor please tell me what model and which snap point and I'll look into it, preferably a screenshot too.
I am partially color blind, so I can’t be totally, sure, but my friend says that the mark is teal. To me, there doesn't appear to be any holes in the object. I was using the blast door from the "useful stuff" section. (I think that’s the phrase) It's that blast door that look like two doors together.
Now that I think of it, the center line that gives me the problem is the line where the two doors are supposed to connect. Could that be the problem?
Thanks for your help
P.S.: I will add screenshots as soon as I can.
Wow. This is great. You are great.
LUA King for you :P
This is awesome. It's going to help me so much.
Aha, you are actually correct, where the doors meet you get only the teal cursor. But I noticed that there is actually a minimal gap there as well, the only solution I can give you straight away is to point at either the left or right side (small side, from the center seen), and use "per model offset", this will move that inwards/outwards.
Write this in the console:
snap_dev_gridoffset 0.005
snap_dev_saveoffset
It should offset the edge enough to put the center line away from the gap, hence fixing your problem with a minimal precision loss. (EDIT: I just checked, 0.005 should be enough for it to work)
Fucking win. Good job.
Hi, I really LOVE this mod, but actually there a problem. Using it with stacker tool([url]http://www.garrysmod.org/downloads/?a=view&id=5683[/url]) crash the game.
[QUOTE=FeezX]Hi, I really LOVE this mod, but actually there a problem. Using it with stacker tool([url]http://www.garrysmod.org/downloads/?a=view&id=5683[/url]) crash the game.[/QUOTE]
I doubt it has anything to do with SmartSnap as they are two very separate addons that don't shouldn't interfere at all. And I personally love the stacker tool and never had any problems with it and SmartSnap, not heard any of my friends (or anyone else) have a problem with it either.
My GMod10 is currently broke (spawnmenu doesn't work) so I can't test the link you posted, but either it is something local to you or that specific version of the stacker tool has some serious flaw.
[QUOTE=Syranide]Aha, you are actually correct, where the doors meet you get only the teal cursor. But I noticed that there is actually a minimal gap there as well, the only solution I can give you straight away is to point at either the left or right side (small side, from the center seen), and use "per model offset", this will move that inwards/outwards.
Write this in the console:
snap_dev_gridoffset 0.005
snap_dev_saveoffset
It should offset the edge enough to put the center line away from the gap, hence fixing your problem with a minimal precision loss. (EDIT: I just checked, 0.005 should be enough for it to work)[/QUOTE]
Wow. Go Valve for making a buggy model.
[QUOTE=Syranide]Aha, you are actually correct, where the doors meet you get only the teal cursor. But I noticed that there is actually a minimal gap there as well, the only solution I can give you straight away is to point at either the left or right side (small side, from the center seen), and use "per model offset", this will move that inwards/outwards.
Write this in the console:
snap_dev_gridoffset 0.005
snap_dev_saveoffset
It should offset the edge enough to put the center line away from the gap, hence fixing your problem with a minimal precision loss. (EDIT: I just checked, 0.005 should be enough for it to work)[/QUOTE]
That sounds like it should work. I am out of town posting from a dial-up connection. I will change the settings as soon as I get back.
Thanks alot mate!
Ah, lovely, I remember when I first got the idea too, good old AutoCAD
The Best. Gold Star...
Sorry to semi-bump this thread, but I have a request Syranide
Could you possibly make the stool part out of this, with the snap_<option here> commands?
I don't like having to type in "snap_grid_size #" or whatever like that every time I wanna change a variable... It would be a lot easier with sliders, check boxes, and the like. Just a suggestion because it would be a lot easier
EDIT- Sorry, didn't realize you put it in the options section...
yay thanks
Easy Weld with a Grid. I used this in a SpaceBuild server. So much better pinpointing exactly where to hit it and make the connection.
Perfect, aligned props every time. Thank you. :)
Lua King for you sir.
EDIT: There is a small issue. Trying to prevent a breakable from breaking, aka Magnetise, removes the grid on the prop. Please fix.
[QUOTE=BeaverMon]Easy Weld with a Grid. I used this in a SpaceBuild server. So much better pinpointing exactly where to hit it and make the connection.
Perfect, aligned props every time. Thank you. :)
Lua King for you sir.
EDIT: There is a small issue. Trying to prevent a breakable from breaking, aka Magnetise, removes the grid on the prop. Please fix.[/QUOTE]
Thank you!
Regarding the issue, that is a problem with magnetising, when you magnetise something it is made into a SENT instead of a prop. Hence the grid goes away because you rarely want to snap to SENTs... but, if you go to smartsnap options there is an option "enable for all entities" or something like that, click that and the grid will appear on everything, including your magnetised props.
I have a problem : I not view the menu in option section...
I have the last relase but not correct it.
[QUOTE=jul600]I have a problem : I not view the menu in option section...
I have the last relase but not correct it.[/QUOTE]
If you are using 0.9.1 and an up-to-date (non-pirated) version of garrysmod10 then you should see the options under "Spawnmenu -> Options -> SmartSnap Settings" or something like that. If not then and you don't see any console errors then I don't know, either you have some conflicting addon or something is wrong with your garrysmod as it works for me and I haven't heard from anyone else that the options should be missing.
[QUOTE=Syranide]but, if you go to smartsnap options there is an option "enable for all entities" or something like that, click that and the grid will appear on everything, including your magnetised props.[/QUOTE]Thank you. I will try that.
I'm basically trying to make a boat using PHX models, and I'm using the wooden props that are breakable. So I have to Magnetise them so they won't break under stress or hitting something.
EDIT: It worked. Thank you very much. Helped big time.
It is amazing i use it all the time.
Fantastic, Good job ;)
This is great!
The snapsmart menu doesn't appear.
[QUOTE=Sodisna]The snapsmart menu doesn't appear.[/QUOTE]
1. Download and install SmartSnap 0.9.1
2. Make sure your Garrysmod is up-to-date and legit
If you follow both of those then it will appear in the options menu. However if you don't have SmartSnap 0.9.1 then it won't. And that could be if you downloaded the non-official SmartSnap which is 0.9.0 and moderators won't remove it from garrysmod.org.
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