1. Post #1401

    December 2011
    27 Posts
    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
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  2. Post #1402
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    does it have a legacy system in place?
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  3. Post #1403
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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.
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  4. Post #1404
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    editor screenshot

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  5. Post #1405
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    neat
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  6. Post #1406
    Moderator
    Ninja101's Avatar
    December 2008
    740 Posts




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  7. Post #1407
    The Cold Wind Of France
    Dennab
    November 2008
    18,691 Posts
    somehow I'm not sure this is what Father Grigori had in mind when he thought of redemption
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  8. Post #1408
    The Mullock Project
    OneFourth's Avatar
    June 2011
    2,501 Posts
    okay so that's why he's in the animal section
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  9. Post #1409

    December 2011
    27 Posts
    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
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  10. Post #1410

    December 2011
    27 Posts
    Some Outfit i made in pac 3 its amazing!!!

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  11. Post #1411
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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
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  12. Post #1412

    December 2011
    27 Posts
    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
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  13. Post #1413
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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)
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  14. Post #1414

    December 2011
    27 Posts
    how to i change my alpha to 0? or hide my weapon
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  15. Post #1415
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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.
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  16. Post #1416
    Krazy Bomb's Avatar
    February 2010
    294 Posts
    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?
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  17. Post #1417
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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)
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  18. Post #1418
    CapsAdmin's Avatar
    August 2005
    3,974 Posts

    fixed hide
    added an event part which hides parent

    you can combine events too (ie on ground and flashlight on)
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  19. Post #1419
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    that's fucking fantastic

    Edited:

    what are the current issues with the legacy system?

    Edited:

    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

    Edited:

    also can i have pac3 installed alongside pac2 or will they fuck eachother up
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  20. Post #1420
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    what are the current issues with the legacy system?
    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.

    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
    can you be a bit more specific? I'm not sure how that would work

    also can i have pac3 installed alongside pac2 or will they fuck eachother up
    yes
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  21. Post #1421
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    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
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  22. Post #1422
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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.
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  23. Post #1423
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    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?
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  24. Post #1424
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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
    -
    i'll try to fix this
    -
    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
    -
    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
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  25. Post #1425
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    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!
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  26. Post #1426
    Krazy Bomb's Avatar
    February 2010
    294 Posts
    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.
    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....)
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  27. Post #1427
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    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
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  28. Post #1428
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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!)
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  29. Post #1429
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    events are broken now

    Edited:

    they just don't trigger properly

    Edited:

    or at all for that matter
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  30. Post #1430
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    fixed

    Edited:

    fixed cloned parts not saving and parenting properly
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  31. Post #1431
    mvr
    mvr's Avatar
    August 2008
    805 Posts
    how do give npcs or other stuff then players outfits in pac3?
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  32. Post #1432
    TheSmartass's Avatar
    January 2010
    1,131 Posts
    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.
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  33. Post #1433
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    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:

    how do give npcs or other stuff then players outfits in pac3?
    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
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  34. Post #1434
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    with this change

    you only see your own outfits in wear (but wearing on server is still WIP!)
    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
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  35. Post #1435
    CapsAdmin's Avatar
    August 2005
    3,974 Posts
    Added bonemerge
    Fixed player material scale and color (i think!)
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  36. Post #1436
    NovaProspekt's Avatar
    August 2010
    28 Posts
    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)
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  37. Post #1437
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    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)
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  38. Post #1438
    NovaProspekt's Avatar
    August 2010
    28 Posts
    And I take it you're referring to PAC3, correct?
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  39. Post #1439
    Gold Member
    noobcake's Avatar
    November 2006
    3,651 Posts
    yes

    Edited:

    but my directions for the elite apply to pac2 as well, that's how i used to do it
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  40. Post #1440
    NovaProspekt's Avatar
    August 2010
    28 Posts
    Ah. Thank you. (But uh, how do you shrink it?)
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