1. Post #241
    Miyamoto's Avatar
    July 2009
    286 Posts
    Anyone know if there's been any progress on that 'magic box' thing?
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  2. Post #242
    Edfake's Avatar
    July 2009
    83 Posts
    im sorry, the person your looking for is mahalis, and i think an update broke it yet again, although im not sure.
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  3. Post #243
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts
    It didnt break...

    Mahalis is still working on it.
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  4. Post #244
    Silver Spirit's Avatar
    July 2009
    4,870 Posts
    yeah, its a pain in the ass not knowing what there called, i just made up names.... for the moment

    so if you could tell me it would be great!
    For what? If its for a custom NPC its entirely upto you what their called (unless someone has already coded it, then you would have to know what they called the anims they referenced). All I was saying as it would be a good idea to name custom anims under that convention, as then people might actually know what they are ^^
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  5. Post #245
    Edfake's Avatar
    July 2009
    83 Posts
    There are certain aspects which are needed on in the model to be able to run it properly. i foun that out myself...

    Also i found this reference to blink:
    http://icanhascheezburger.wordpress....of-monkeys.jpg
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  6. Post #246
    TheSniper9's Avatar
    April 2008
    378 Posts
    Bit of an update on the Cybermen,

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  7. Post #247
    Silver Spirit's Avatar
    July 2009
    4,870 Posts
    There are certain aspects which are needed on in the model to be able to run it properly. i foun that out myself...
    I'm pretty sure I had all the right parts, and I used the bone and attachment names from the original physgun and all the rest of the qc was right (as i've compiled weapon models before).
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  8. Post #248
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts
    You are such a brilliant modeller, Sniper. What other projects are you doing at this current time?
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  9. Post #249
    TheSniper9's Avatar
    April 2008
    378 Posts
    Thanks as for other projects right now I have this Addon, I have my hands in the Stargate Addon, I will be starting a Ghostbusters Addon soon (much like I did with this one Ill start with a small Model Pack 1 and see what the response is and go from there), then I have a few school projects including character and staticmesh models as well as a few Unreal Maps. That's all I can think of off the top of my head but I know I'm missing something in there.
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  10. Post #250
    Edfake's Avatar
    July 2009
    83 Posts
    I will be starting a Ghostbusters Addon soon.
    hmm, cant wait for that either. great model, you model fast and detailed!

    Dementneo, ask sniper how to compile, im sure he will tell you.
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  11. Post #251
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    Oi, I told you I know how to compile. I need to know whether to build sequences or animations. Show me the animation running commands from Lua and I'll try and work it out from there.
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  12. Post #252
    Edfake's Avatar
    July 2009
    83 Posts
    would you like a sample?
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  13. Post #253
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    Yes please :)
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  14. Post #254
    Gold Member
    Ori Child's Avatar
    January 2008
    7,507 Posts
    hmm, cant wait for that either. great model, you model fast and detailed!
    Got to agree with this!
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  15. Post #255
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts

    Shit quality is shit. But you get the overall picture of the SWEP.

    Also, towards the end when you hear random quotes, thats what happens when you press reload.
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  16. Post #256
    Edfake's Avatar
    July 2009
    83 Posts
    lol, but it isnt meant to work on wood, however a laser screwdriver can!

    great work, keep it up

    use this code for an earthquake shake effect:
    Code:
    local bar = ents.Create("env_shake")
    		bar:SetPos(self:GetPos())
    		bar:SetKeyValue("amplitude","12")
    		bar:SetKeyValue("radius","3000")
    		bar:SetKeyValue("duration","6")
    		bar:SetKeyValue("frequency","128")
    		bar:Fire( "StartShake", 0, 0 )
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  17. Post #257
    Gold Member
    DementNeo's Avatar
    April 2006
    3,485 Posts
    Sorry, haven't had time to work on the dalek in a while, and I still can't just yet.

    Could you possibly write down any animation sequences you think you'll need? And do you think there's any sort of blending you can do between animations (just wondering how you plan to create aiming, maybe you can rotate a specific bone to face a specific direction?)

    I'll do some attachments too, GunEnd, LightLeft, LightRight etc
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  18. Post #258
    Gold Member
    Omolong's Avatar
    December 2007
    7,614 Posts
    I was thinking of a movement animation (wheels spinning (if there are any) and top part and eye moving around), firing animations (firing thing moves around, then locks on target and fires), maybe the plunger moving around for a melee attack. And making the middle section move.

    Or, you could just make it be a standard turret.
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  19. Post #259
    Edfake's Avatar
    July 2009
    83 Posts
    for the first version there will be no animations, the second will have rotating head, and plunger animations.
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  20. Post #260
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts
    lol, but it isnt meant to work on wood, however a laser screwdriver can!

    great work, keep it up
    I dont need that code, I already have it commented out. It was just unstable :3

    So, anything else I can do?
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  21. Post #261
    Edfake's Avatar
    July 2009
    83 Posts
    make it not work on wood! and cut rope, other than that, its fine
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  22. Post #262
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts
    make it not work on wood! and cut rope, other than that, its fine
    1) Done
    2) I can make it remove rope, but not cut it in half.
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  23. Post #263
    Edfake's Avatar
    July 2009
    83 Posts
    hmmm, yes u can

    get the distance of the rope... remove it, then spawn half of the distance 2wice... simple
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  24. Post #264
    Gold Member
    Omolong's Avatar
    December 2007
    7,614 Posts
    If I had my computer back, I could make a sonic screwdriver world model and view model.
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  25. Post #265
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts
    hmmm, yes u can

    get the distance of the rope... remove it, then spawn half of the distance 2wice... simple
    That would look ugly, What I meant was for it to be able to swing around like it has actually been cut.

    And Omo, where's you computer?
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  26. Post #266
    Gold Member
    Omolong's Avatar
    December 2007
    7,614 Posts
    HDD failed. Again.
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  27. Post #267
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts
    Bleh.

    Anyone have the Laser Screwdriver sound? If so, I will get started on it.
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  28. Post #268
    jwm96's Avatar
    October 2008
    177 Posts
    here is the toy in action but it has the same sound fx
    http://www.youtube.com/watch?v=j7JqNOfpVUw
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  29. Post #269
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts
    here is the toy in action but it has the same sound fx
    http://www.youtube.com/watch?v=j7JqNOfpVUw
    Bleh, that one has background interference.
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  30. Post #270
    Edfake's Avatar
    July 2009
    83 Posts
    That would look ugly, What I meant was for it to be able to swing around like it has actually been cut.
    umm, it will. just re spawn it loose... and even better:

    make it find what point it is pointing at and cut there, and find what objects its on and what point its on and spawn the half's on it!
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  31. Post #271
    Athelus's Avatar
    September 2007
    807 Posts
    Actually, i've never seen ropes attatched at only one end on Gmod- assuming it's possible since they're based on the HL barnicles though...
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  32. Post #272
    Gold Member
    Omolong's Avatar
    December 2007
    7,614 Posts
    You could make it so that when you cut the rope, 2 small, invisible, no collided with all props spawn on the 2 cut ends.
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  33. Post #273
    Athelus's Avatar
    September 2007
    807 Posts
    That would probably be the best way, I don't think ropes actually have their own weight.

    Anybody know how the 'tongues' on the barnicles in HL2 work? Never thought about that before, but those are basically single ended ropes which fall under their own weight, and I know garry basically copied the rope tool from the same code.
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  34. Post #274
    Neigh
    CarlBooth's Avatar
    June 2007
    28,550 Posts
    That would probably be the best way, I don't think ropes actually have their own weight.

    Anybody know how the 'tongues' on the barnicles in HL2 work? Never thought about that before, but those are basically single ended ropes which fall under their own weight, and I know garry basically copied the rope tool from the same code.
    Rope is just a constraint within the source engine.

    The barnicle just attatches a rope to whatever prop gets stuck to it.
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  35. Post #275
    Athelus's Avatar
    September 2007
    807 Posts
    Rope is just a constraint within the source engine.

    The barnicle just attatches a rope to whatever prop gets stuck to it.
    good to know- so there's automatically some kind of invisible prop when they're dangling? that would be possible to reproduce right?
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  36. Post #276
    Neigh
    CarlBooth's Avatar
    June 2007
    28,550 Posts
    good to know- so there's automatically some kind of invisible prop when they're dangling? that would be possible to reproduce right?
    No, the rope has to have a start point, end point, thickness and material. You need to connect it to 2 things, it's just a textured line between two points.

    Edited:

    http://developer.valvesoftware.com/wiki/Rope
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  37. Post #277
    Athelus's Avatar
    September 2007
    807 Posts
    Ooh, thanks, that's interesting- didn't know that you could actually make the rope collidable...
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  38. Post #278
    Gold Member
    Zakkin's Avatar
    August 2009
    5,906 Posts
    Small idea popped up- screwdriver grav gun skin anybody? :D

    if you punt with grav gun, you can crack glass. so... good idea, eh? :D

    first step until swep is released.
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  39. Post #279
    Gold Member
    Jamie932's Avatar
    July 2008
    2,590 Posts
    Small idea popped up- screwdriver grav gun skin anybody? :D

    if you punt with grav gun, you can crack glass. so... good idea, eh? :D

    first step until swep is released.
    Not really, Because we will need a view model and a world model, and by the time we get them, I shall have released the SWEP.
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  40. Post #280
    Gold Member
    Zakkin's Avatar
    August 2009
    5,906 Posts
    Not really, Because we will need a view model and a world model, and by the time we get them, I shall have released the SWEP.
    Ah. ok.

    Small idea, (or big one) just popped up.
    Dr.who gamemode.

    Baddies- master models with their screwdrivers vs doctors with their screwdrivers. ok? or is that a bad idea? :D
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