Thx now it work fine
i found some more bugs the hide weapon doesnt work right it doesnt hide my weapon
and this is amazing on gmod 13 more bones to work with ^_^
Edit:
some time i see my own pac when im not in the editor
Thx now it work fine
i found some more bugs the hide weapon doesnt work right it doesnt hide my weapon
and this is amazing on gmod 13 more bones to work with ^_^
Edit:
some time i see my own pac when im not in the editor
does it have a legacy system in place?
yes, but it's not complete
convert_pac2_config *folder* *outfit*
example
convert_pac2_config 1416729906 ghost
the numbers represent your unique id. When you play SP your uniqueid is 1. If unless you've hosted a listen server, there should only be two folders.
editor screenshot
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neat
somehow I'm not sure this is what Father Grigori had in mind when he thought of redemption
okay so that's why he's in the animal section
how to u pac npcs?
Edit:
i found a bug
it seems when u make a clone and color only the clone after load also the none clone got the same color
Some Outfit i made in pac 3 its amazing!!!
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fixed viewport resetting all the time
fixed cloning parts moving the original object as well
removed unused file
also a half assed tutorial
http://youtu.be/HWleua-vgMQ
i found another bug
it apply the last color you sit the the new part you create or if you load it sit that color to all parts
I think I fixed this (cloning bug)
how to i change my alpha to 0? or hide my weapon
The player part. In the player part you can change alpha and untick draw weapon.
I think I'm going to change the player part to become more of an entity part in the future, so it works on all entities and just player. You can also add clip planes to the player part to for instance, clip the body away and keep the head.
About players and bones, in gmod13 changing player bones behave as if you were to change model bones in pac2. So if you hide your upper leg, the lower leg and foot won't follow. This is good news I guess but bad news for backwards compatibility. I also just remembered that player scale doesn't work in gmod 13 yet.
Just curious, but when can we expect an "official" release of PAC 3? Oh and did you include in any of the ideas we have rambled on about for the past 5 pages or so?
You can already use pac3, although it's missing some features, so the release date is gonna be unnoticeable I guess.
I've tried to do most of them. I can go over the pages again.
Edited:
fixed properties sorting randomly every time you click on a part
added min max and rounding to some properties
improved layout for numbers in vector properties
view won't change if you're editing properties
added alt button to slow down number dragging in properties
animation pingpong loop defaults to false
prepared some code for language translation
Edited:
I want to be able to do manual bone merging.
I also want to be able to have parts be visible during events. I'm not 100% sure how to implement this yet though.
Edited:
fixed sequence name
added animation list (right click sequence name)
fixed hide
added an event part which hides parent
you can combine events too (ie on ground and flashlight on)
that's fucking fantastic
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what are the current issues with the legacy system?
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here's an idea for an event
firing weapon
you attach it to a bone part and you can create your own custom attack animations
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also can i have pac3 installed alongside pac2 or will they fuck eachother up
Bone merge stuff and lack of optimization for a pac2 outfit. For instance, I have added double face in pac3, which before you could clone a part and invert the other one. Ticking double face is more efficent.
can you be a bit more specific? I'm not sure how that would work
yes
when you click the left mouse button, for a brief moment (configurable in the menu) the part the event is under will appear
an event for the right mouse button should exist as well
could be useful for recoil slides on larger weapon models and whatnot
The problem is that i don't have access to what keys other players are pressing by default. I can code serverside stuff to send to clients, but I want to avoid this.
i can try to hook onto what animations they are playing though, which sounds more useful anyway.
i'm having difficulty selecting bones for parts
Edited:
also if you give a part an invalid model the editor breaks when you try to open it again
Edited:
the bug with color overriding still exists, though it now exists with materials too
here's a thought: if the color and material settings remain untouched, do not override them in the code, so they can be freely edited by other mods
Edited:
how do you create vehicle costumes?
what do you mean
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i'll try to fix this
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i tried to fix it earlier but couldn't. there's something weird with the local player and overriding its color scale and material. even the old pac2 way doesn't work in gmod 13
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right click the part, set owner, select vehicle (i'll try to automate this in the future of course)
Edited:
can you give an example of the invalid model? it's not breaking for me
just type anything into the model field, the model and preview should come up as an error
then, close the editor and try to open it again
that broke it for me, until i was able to wipe my loaded parts
also i figured out how to select bones, and clicking "set owner" just produces a lua error
Hook 'pac_draw_select' Failed: [@pac3\pace\select.lua:139] Tried to use a NULL entity!
Thank you for the swift response, though I should have clarified by what I meant by official release; I meant at what stage of completion for PAC 3 will it deserve its own thread? (after bugs are all fixed, after all the new features are added, once Gmod fully switches to Gmod 13 etc....)
as a stress test of sorts i've been abusing the living hell out of the weapon class function and so far i've uncovered several things of note
intricate weapon designs cause lag in first person view
the weapon class function holds very nicely even with at least 5 weapons, didn't count
attempting to place a bone under an event under a weapon causes the mod to print errors pertaining to GetActiveWeapon being a nil value or something to that effect
there are too many bugs in multiplayer involving individual configurations being melded together for me to list
i haven't even figured it out myself yet
it would also appear that cleaning the map causes parts to stop rendering (unconfirmed)
Edited:
oh, saved bodygroups don't load either
they save but don't load onto the model, you have to open the field then resubmit it for it to take effect
fixed parenting to model bones
fixed pac2 converting
fixed weapon class lag
fixed weapon event error spam
fixed y scale for sprite
fixed parenting
fixed tree not showing the model icon for parts deeper than two parents
fixed occasional server spawn error
removed more unused files
you only see your own outfits in wear (but wearing on server is still WIP!)
events are broken now
Edited:
they just don't trigger properly
Edited:
or at all for that matter
fixed
Edited:
fixed cloned parts not saving and parenting properly
how do give npcs or other stuff then players outfits in pac3?
Okay, so I now understand how to set owner on a part, but I am still kind of confused as to how I'm supposed to set which bone a part is attached to.
I managed to get a few points to appear which labelled each bone but I can't seem to get them back again.
Right click on properties is a special option, if you right click the bone in properties it will show the dots.
I obviously need some sort of manual in game. I think a small image tutorial should do it, but I want to do it later.
Edited:
right click part, click on an entity in game (the white dot thing)
Edited:
the white dot thing is also just a temporary look for the selection by the way
with this change
other player's bone edits are applied to me and i cannot get rid of them
also are you still going to attempt to fix the color and material override bug
Added bonemerge
Fixed player material scale and color (i think!)
Okay, so I'm trying to make it so that one of the male citizen models is wearing the combine elite outfit. What I did was that I selected the elite as my player model, set the model to t-pose, then fixed a bone to the neck to make the combine head retract into the torso. I then spawned the citizen model and aligned it with the model so it looked like the citizen was in the suit. so far so good.
However, I'm having trouble trying to make the citizen model merge with the player model instead of the body jutting out of the model. What should I do to fix this/is what I'm trying to achieve even possible? (Oh, and I tried merging the citizen model to the neck bone, which almost works; the two merge, but the citizen's head disappears)
yeah uh
that's because the citizen's head is being pushed into his chest too
you need to edit the combine elite's head by shrinking it, because bonemerges always follow the player's skeleton
i also see you're trying to copy me
Edited:
do you plan on making more improvements to the legacy converter or am i gonna have to remake my old costumes from scratch a third time
also, event suggestions: in vehicle (argument field is vehicle type, or vehicle model if you prefer, model might be more versatile), taken damage (argument field is time since damage taken for part to show), and primary ammo reserves being above or below a certain threshold (argument field is obviously that threhsold)
And I take it you're referring to PAC3, correct?
yes
Edited:
but my directions for the elite apply to pac2 as well, that's how i used to do it
Ah. Thank you. (But uh, how do you shrink it?)