1. Post #681
    SB2DevTeam's Avatar
    September 2007
    384 Posts
    Addon: Spacebuild got enabled
    Couldn't dispatch user message (19)
    CAF: Client has Internet. Enabled Online-Help
    Redownloading all lightmaps
    Server cvar 'sv_tags' changed to CAF,LSC,LSE,RD,SB,gravhull,uwsvnexported315
    Addon: Life Support Entities got enabled
    INIParser:new - File stargate/gatespawner_maps/sb_omen_v2.ini does not exist!
    Addon: Spacebuild Enhancement Pack got enabled
    Addon: Life Support got enabled
    Addon: PetrolSystem Entities got enabled
    Addon: Resource Distribution got enabled
    Couldn't dispatch user message (19)
    Couldn't dispatch user message (19)
    Couldn't dispatch user message (19)
    Couldn't dispatch user message (19)
    Couldn't dispatch user message (19)
    HonorGuard Ra was killed by worldspawn
    Couldn't dispatch user message (19)
    Warning: killicon not found 'worldspawn'
    Couldn't dispatch user message (19)

    Does that help? *crosses fingers*
    Don't see anything unusual in there.
    But I'm going to test it when I get home tonight with that map. sb_omen_v2 right?
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  2. Post #682

    September 2010
    54 Posts
    The net graph doesn't mean much. All the netgraph does is tell you the amount of data being networked, its not a very good indicator of overall performance.
    Ok I can't argue with that, I hardly know how to read half of the graph, but still, a high graph mostly comes with less performance, or atleast more lag.
    It was just an idea. Though it would be awesome if Garry would come up with his own SMW for GM13 :O
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  3. Post #683
    mandrac FR's Avatar
    February 2008
    151 Posts
    new engine
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  4. Post #684
    toddnollan's Avatar
    August 2009
    81 Posts
    new engine
    Oooooh.... Neat! I already want to be building with that. ☺
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  5. Post #685
    mandrac FR's Avatar
    February 2008
    151 Posts
    Oooooh.... Neat! I already want to be building with that. ☺
    soon ^^
    i'll upload it right after this message




    edit: uploaded
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  6. Post #686
    CmdrMatthew's Avatar
    August 2010
    1,181 Posts
    Whats up with some of the modbridge doors not duping?
    Does anyone know what the issue is? I am looking into it right now, but idk if I will find anything.
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  7. Post #687
    Gold Member
    ContiX's Avatar
    May 2008
    1,373 Posts
    I remember people looking into it, but no one ever found out why. It totally baffled Cerus.
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  8. Post #688
    mandrac FR's Avatar
    February 2008
    151 Posts
    doors are suposed to be in 2 models
    you can find the smallbridge doors in sbep_entities
    but i never found the cerus doors
    never
    i dont even understand how it s possible to spawn a model that doesnt exist
    so duping it....
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  9. Post #689
    Gold Member
    ContiX's Avatar
    May 2008
    1,373 Posts
    Maybe it's a mesh? Or something?
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  10. Post #690
    blacksheep81's Avatar
    August 2008
    31 Posts
    Would anyone care to point me in the right direction to begin modeling? I've never really done it before, but I'd like to see if I could develop a couple of things, namely new cockpits and pieces where I find myself saying "I could really use one of ______ right now.." The last time I asked for pointers here, nobody did anything.
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  11. Post #691
    CmdrMatthew's Avatar
    August 2010
    1,181 Posts
    Would anyone care to point me in the right direction to begin modeling? I've never really done it before, but I'd like to see if I could develop a couple of things, namely new cockpits and pieces where I find myself saying "I could really use one of ______ right now.." The last time I asked for pointers here, nobody did anything.
    Download Blender. Its a free opensource 3D modeling program that's pretty amazing. It has some nice plugins to covert the model into the format needed to compile it to a .mdl http://www.blender.org/
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  12. Post #692
    blacksheep81's Avatar
    August 2008
    31 Posts
    Excellent. I have it now, but where should I look for the plugin I need? I couldn't find one relating to what you were talking about, and from what I understand it needs to open a .blend file. It doesn't come with this plugin does it?
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  13. Post #693

    September 2010
    54 Posts
    Download Blender. Its a free opensource 3D modeling program that's pretty amazing. It has some nice plugins to covert the model into the format needed to compile it to a .mdl http://www.blender.org/
    What I'd be wondering about would be texturing GMod models with blender, or do you texturize them with something else?
    I only used blender for making SL sculpties yet : /
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  14. Post #694
    CmdrMatthew's Avatar
    August 2010
    1,181 Posts
    What I'd be wondering about would be texturing GMod models with blender, or do you texturize them with something else?
    I only used blender for making SL sculpties yet : /
    You can texture them with Blender, you just have to make the texture elsewhere in an image editing program.

    Edited:

    Excellent. I have it now, but where should I look for the plugin I need? I couldn't find one relating to what you were talking about, and from what I understand it needs to open a .blend file. It doesn't come with this plugin does it?
    https://developer.valvesoftware.com/...lender#Plugins You can find the link here and how to install it
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  15. Post #695

    September 2010
    54 Posts
    You can texture them with Blender, you just have to make the texture elsewhere in an image editing program.
    Derp, I just remembered I had to play with a UV mapping tool part in blender for the sculpties too, well there's my answer XD
    maybe I'll try it one day too ^^ though by then I probably had to re-learn blender : /
    It's very powerful for a freeware and opensource tool but the interface is really not easy to get into...
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  16. Post #696
    CmdrMatthew's Avatar
    August 2010
    1,181 Posts
    Derp, I just remembered I had to play with a UV mapping tool part in blender for the sculpties too, well there's my answer XD
    maybe I'll try it one day too ^^ though by then I probably had to re-learn blender : /
    It's very powerful for a freeware and opensource tool but the interface is really not easy to get into...
    It has a new interface now, its far easier to use.
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  17. Post #697

    September 2010
    54 Posts
    It has a new interface now, its far easier to use.
    from trying it for a few minutes now I wouldn't say that, most of what I remember doesn't work anymore and it doesn't seem to be easier to figure out than the first time...
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  18. Post #698
    mandrac FR's Avatar
    February 2008
    151 Posts
    wow blender is waaaaay more complicated than most of 3d programes
    everybody say "yeah begin with blender"
    when i started modeling i listened this advice and the only one result was:


    then i tried milkshape 3d because it was the only one 3d software that was supporting a special type of 3d file
    and then i tried 3ds max and i still use 3ds max now
    it s easy to learn but you are still able to make fancy stuff with it
    the main problem is that blender is free and 3ds max cost around 2000$
    but everybody know what we do to get ultra expensive soft... if you see what i mean ;D

    anyway there is also khed... it's a small free soft designed for source and you don't need any plugin or stuff like that to start making model for source
    it's a really simple program so don't expect to make a character with it but for beginner i think it's a good soft



    anyway
    NEW ENGINE :D
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  19. Post #699

    September 2010
    54 Posts
    wow blender is waaaaay more complicated than most of 3d programes
    everybody say "yeah begin with blender"
    when i started modeling i listened this advice and the only one result was:
    well, I said powerful, but easy to use and intuitive, at best for the ones that made it :P
    but I guess the "start with blender" has a point, if you manage to get even partially somewhere in blender you can probably use any 3d software, somewhere along that.

    And the new engine looks interesting, I guess it's a DW DH one? If then could you make a small SW SH one too?
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  20. Post #700
    mandrac FR's Avatar
    February 2008
    151 Posts
    well, I said powerful, but easy to use and intuitive, at best for the ones that made it :P
    but I guess the "start with blender" has a point, if you manage to get even partially somewhere in blender you can probably use any 3d software, somewhere along that.

    And the new engine looks interesting, I guess it's a DW DH one? If then could you make a small SW SH one too?
    yeah but 3d is enough hard like that
    the first thing i teach to people that want to make 3d for source is to make a cube then texture it (including creating the texture) then compile it and make it usable in gmod
    then i teach them how to use some basic tools and function like selecting vertex/face/edge or chamfer and extrude stuff or some modifiers like symmetry or uvw map and other little think like snaping, pivot point center, and how to use wireframe view
    and then they have everything to start making stuff
    the first engine i made can be easily made by anyone that know what i just said


    so why would you start with blender lol it's for advanced modeling
    it's like buying an alienware to run wordpad...


    anyway.. wich engine are you talking about? the first one? hum yeah i'll see if it would look nice on small part
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  21. Post #701
    ErrJect's Avatar
    August 2010
    103 Posts
    well, I said powerful, but easy to use and intuitive, at best for the ones that made it :P
    but I guess the "start with blender" has a point, if you manage to get even partially somewhere in blender you can probably use any 3d software, somewhere along that.

    And the new engine looks interesting, I guess it's a DW DH one? If then could you make a small SW SH one too?
    Actually, that quad engine he posted is a SWSH (or 1w1h as I like to classify them). But it should be easy enough to upscale it to 2w2h.

    Speaking of which, both engines are very nice looking. Reminds me that I should get around to trying to model up that Wave Motion Tuning Fork cannon so it can get coded.
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  22. Post #702

    September 2010
    54 Posts
    it's like buying an alienware to run wordpad...

    anyway.. wich engine are you talking about? the first one? hum yeah i'll see if it would look nice on small part
    alienware: I guess, but when you're done writing and get to gaming you're all set (i.e. you got the hang of blender, but enough of that now)

    engine: yeah I meant the quad one, the 2w1h from before looked interesting too but a bit long for my uses, but I guess I'd still like a 1w1h version of that too :3
    can't hurt to have them as options for my ships ^^

    edit: took some hours and was some fun and some hell but I guess it's somewhat close

    couldn't really get the beveled edges of the front part done, some bright mind thought it'd be good to remove the bevel edge tool for 2.5 and it doesn't seem to be back in 2.62 and the replacement seems to be, lacking, at best. But it's still better than having to do it from hand.
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  23. Post #703
    mandrac FR's Avatar
    February 2008
    151 Posts
    alienware: I guess, but when you're done writing and get to gaming you're all set (i.e. you got the hang of blender, but enough of that now)

    engine: yeah I meant the quad one, the 2w1h from before looked interesting too but a bit long for my uses, but I guess I'd still like a 1w1h version of that too :3
    can't hurt to have them as options for my ships ^^

    edit: took some hours and was some fun and some hell but I guess it's somewhat close

    couldn't really get the beveled edges of the front part done, some bright mind thought it'd be good to remove the bevel edge tool for 2.5 and it doesn't seem to be back in 2.62 and the replacement seems to be, lacking, at best. But it's still better than having to do it from hand.
    some hours on blender?
    it took me 10 minute on 3ds and i was makin screen of each action at the same time

    i repeat blender is really dificult to handle
    3dsmax is way easyer to use and you still able to make nice thing
    i made a character on 3dsmax one time... it took me a month but i did it and next time i need a character i will not use blender i will try zbrush so...
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  24. Post #704
    mandrac FR's Avatar
    February 2008
    151 Posts
    done:


    and allways with a superior quality colision model
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  25. Post #705
    blacksheep81's Avatar
    August 2008
    31 Posts
    Actually Mandrac, I do have 3ds Max 2012. Because of the relation of engineering to aviation, the program was available from my flight school.
    Speaking of which, sidenote: I'm a pilot learning to fly for the Navy as a midshipman. So I have a lot of exposure to heavy ships/aircraft and plenty of people here who are knowledgeable about that field. If I can provide any of you anything that can help you with additions to this pack, let me know. I'll help any way I can.

    Regardless, should I start with 3ds Max? I've still yet to actually figure out a simple model. What I would like to do, not sure if it's possible, is begin with a template of a given spacebuild model, and then produce a variation of it, such as the engines that are coming out, or new cockpits.
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  26. Post #706
    mandrac FR's Avatar
    February 2008
    151 Posts
    Actually Mandrac, I do have 3ds Max 2012. Because of the relation of engineering to aviation, the program was available from my flight school.
    Speaking of which, sidenote: I'm a pilot learning to fly for the Navy as a midshipman. So I have a lot of exposure to heavy ships/aircraft and plenty of people here who are knowledgeable about that field. If I can provide any of you anything that can help you with additions to this pack, let me know. I'll help any way I can.

    Regardless, should I start with 3ds Max? I've still yet to actually figure out a simple model. What I would like to do, not sure if it's possible, is begin with a template of a given spacebuild model, and then produce a variation of it, such as the engines that are coming out, or new cockpits.
    cockpits and engine are probably the hardest part of making stuff for the sbep for some reason
    you must start from scratch and make something nice but you still need to fitt with other parts size and design
    and you need a good colision model... thats probably the hardest part or at least the most anoying part of modeling for sbep
    try something easyer to begin with 3d
    for example i started 3d by porting models of freelancer so just importation texturing and compilation and sometime fixing some models
    then eve online where i learnt advanced texturing like bumpmaping alpha chanel and stuff and then i started making my owne models


    using eveonline icons as inspiration

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  27. Post #707
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    I keep saying I've said once that what we need is an even smaller type of "bridge", if we're calling it that, to complement modbridge or smallbridge. I feel that even those designs are too large.
    For the current bridges, we need more bridges.

    Mandrac, I'm loving your work.
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  28. Post #708
    jakeabbott96's Avatar
    June 2011
    529 Posts
    For some reason, the elevator design tool won't work for me. It's quite buggy and won't let me finish unless I have approximately four pieces already placed.
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  29. Post #709
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,790 Posts
    For some reason, the elevator design tool won't work for me. It's quite buggy and won't let me finish unless I have approximately four pieces already placed.
    So it hasn't been fixed yet?
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  30. Post #710
    Gold Member
    cbale2000's Avatar
    May 2007
    575 Posts
    done:


    and allways with a superior quality colision model
    These are great. I just wish we had an engine animation texture that moved radialy instead of linearly... the "wave" look just seems a little out of place imo. =/
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  31. Post #711
    jakeabbott96's Avatar
    June 2011
    529 Posts
    Fixed my previous problem. No worries.

    Great package here. I'm currently trying to build up a personnel carrier based upon Pratchett's "Great A'tuin" figure.
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  32. Post #712
    CmdrMatthew's Avatar
    August 2010
    1,181 Posts
    We need better height transfers for modbridge. There are only ramps and it really limits your designs.

    Edited:

    Yay, my post count is 2 to the tenth power :)
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  33. Post #713
    HonorGuard's Avatar
    April 2008
    781 Posts
    Don't see anything unusual in there.
    But I'm going to test it when I get home tonight with that map. sb_omen_v2 right?
    It happens on all of my spacebuild maps.
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  34. Post #714

    September 2010
    54 Posts
    We need better height transfers for modbridge. There are only ramps and it really limits your designs.

    Edited:

    Yay, my post count is 2 to the tenth power :)
    What would you suggest? The only thing more compact would be the elevators, but these won't play well with parenting (nor have I ever got the working yet, but I'm also building too small to need them anyways)
    mhm, maybe touch teleporters, you push a button on the wall and get teleported a level up via lua setpos f.e.
    Small and no additional parts needed.
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  35. Post #715
    mandrac FR's Avatar
    February 2008
    151 Posts
    What would you suggest? The only thing more compact would be the elevators, but these won't play well with parenting (nor have I ever got the working yet, but I'm also building too small to need them anyways)
    mhm, maybe touch teleporters, you push a button on the wall and get teleported a level up via lua setpos f.e.
    Small and no additional parts needed.
    there already is elevator for modbridge
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  36. Post #716
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,790 Posts
    Is this/is anyone working on making this compatible with gmod 13. I don't have a key, but I'm just wondering.
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  37. Post #717
    SB2DevTeam's Avatar
    September 2007
    384 Posts
    Is this/is anyone working on making this compatible with gmod 13. I don't have a key, but I'm just wondering.
    Been making changes to keep it working with the beta.
    But since the old addon system is still disabled, and this addon is to big for the workshop I haven't been able to test all the changes yet.
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  38. Post #718
    mandrac FR's Avatar
    February 2008
    151 Posts





    you never saw me ok?
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  39. Post #719

    September 2010
    54 Posts
    Been making changes to keep it working with the beta.
    But since the old addon system is still disabled, and this addon is to big for the workshop I haven't been able to test all the changes yet.
    WAT? I thought we get the choice to use the workshop instead, not being forced to.

    edit: now we'd just need a farming mod that can work with these domes mandrac :D they look really good, if I'll ever make a space station I'll use them
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  40. Post #720
    SB2DevTeam's Avatar
    September 2007
    384 Posts
    WAT? I thought we get the choice to use the workshop instead, not being forced to.

    edit: now we'd just need a farming mod that can work with these domes mandrac :D they look really good, if I'll ever make a space station I'll use them
    The workshop is supposed to be optional yea, but to test the workshop and stuff garry disabled the old addon system (for the last couple of releases) and still waiting for him to enable it again...
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