• The Player Appearance Customiser 2 - Wear Props, Effects , Sprites and much more
    1,968 replies, posted
  • Avatar of noobcake
  • events are pretty simple you select parameters, select the operator (more often than not, it will be 'equals'), and define the arguments so for example, weapon class event your arguments would be "weapon_physcannon" and your operator would be "equals" the speed event would have you wanting to use 'equals or above' for your operator and so on and so forth
  • Avatar of death_blade_420
  • but grouping parts or the order or group in which they are in does not effect appearance? also, could you give me some examples like per say a custom reload animation? or maybe something with the crowbar's swing? [Edit] i think putting together a tutorial thread would be good if anyone has the time. if not i guess i could just work on my own.
  • Avatar of CapsAdmin
  • fixed editor shortcuts being active outside the editor - I think a single image tutorial would be fine. [editline]12th June 2012[/editline] [QUOTE=death_blade_420;36292394]but grouping parts or the order or group in which they are in does not effect appearance? also, could you give me some examples like per say a custom reload animation? or maybe something with the crowbar's swing? [Edit] i think putting together a tutorial thread would be good if anyone has the time. if not i guess i could just work on my own.[/QUOTE] Grouping parts don't necessarily affect appearance but it affects behavior of the part when editing it. The order does not affect anything though. [img]https://dl.dropbox.com/u/244444/ZScreen/2012-06/Screenshot-2012-06-12_03.05.34.jpg[/img] because all the parts are added to the body part, when I move and rotate the body all the parts will follow. It's the same with the sub parts. PAC2 has parenting as well. It's just a pain to use because the editor doesn't visualize it very well. In PAC3 parenting has an essential role. The best example is that more than one clip plane can be added to a model.
  • Avatar of CapsAdmin
  • did a bunch of bug fixes added owner name to group added part selection for parent and aimpart fixed aimpart not wearing properly Owner names atm work only for entites you own, and when I say own I mean sourceengine own (like bolts and ar2 balls) I will try and implement prop protection support later. It will try and find the entity when an entity spawns. Here I'm using the name bolt, which is a partial name of the entity I want to match. You can also add an event to the group to hide it when the owner is not the bolt. [vid]http://dl.dropbox.com/u/244444/gm_construct%202012-6-13%2003-16-28.webm[/vid]
  • Avatar of noobcake
  • so does this mean i could effectively superimpose models onto my projectiles after waiting for the video to load, it would appear that is the case bravo
  • Avatar of CapsAdmin
  • [QUOTE=noobcake;36309978]so does this mean i could effectively superimpose models onto my projectiles after waiting for the video to load, it would appear that is the case bravo[/QUOTE] Yeah pretty much. At the moment it will only skin the first entity found (one bolt at the time in the video) but I think I can work around this. However it would just be instancing of the outfit, meaning it would be identical on all entities of that class. I also did some changes to "aim part" which makes it possible to aim at other parts that aren't even in your outfit. example: [vid]https://dl.dropbox.com/u/244444/gm_flatgrass%202012-6-13%2012-55-46.webm[/vid]
  • Avatar of death_blade_420
  • now i can assault players with phallic objects [edit] what the guy below me said, also how does the weapon class system work in PAC3? i have tried it with both bones and just props, getting no results
  • how do i do that? i tryied typing in "combineball" or "w_crossbow_bolt" and setting the owner to those stuff seems pretty hard ><
  • Avatar of CapsAdmin
  • [QUOTE=shipstreet;36316118]how do i do that? i tryied typing in "combineball" or "w_crossbow_bolt" and setting the owner to those stuff seems pretty hard ><[/QUOTE] both are wrong class names try bolt or combine_ball (partial matches work) [editline]14th June 2012[/editline] I want to make this simpler, but I'm not sure how to make it simpler without losing functionality [editline]14th June 2012[/editline] attempting to fix cloning issues fixed not being able to move none relative angles in bones fixed not being able to use eye angles and aimpart in bones added parent name to group added parent name to entity fixed entity null errors added in pac3 editor above head when in the editor
  • Avatar of CapsAdmin
  • [QUOTE=death_blade_420;36315861]now i can assault players with phallic objects [edit] what the guy below me said, also how does the weapon class system work in PAC3? i have tried it with both bones and just props, getting no results[/QUOTE] I moved the weapon class stuff to events as it seems more appropriate and cleaner for it to be there. 1. On the part you want to hide, right click on it and click on event (this will add an event to the part) 2. In properties, right click on event (right clicking on some things will bring up a special menu for that property) 3. Select weapon class 4. Right click on "arguments" 5. Enter the class name of the weapon in "find" 6. Right click on "operator" 7. Select find simple if you wrote a partial weapon class name or equal if you want it to match exactly If you want to make it have the opposite effect, tick the "invert" box in the event properties. These steps might change. Maybe have a context menu instead of a whole new window for events and operators since they're only a few and you can only really select one.
  • Avatar of CapsAdmin
  • [img]https://dl.dropbox.com/u/244444/ZScreen/2012-06/Screenshot-2012-06-14_12.07.56.jpg[/img] some mmorpg ish character i made
  • Avatar of noobcake
  • [QUOTE=death_blade_420;36315861]now i can assault players with phallic objects [edit] what the guy below me said, also how does the weapon class system work in PAC3? i have tried it with both bones and just props, getting no results[/QUOTE] did you select an operator (usually it'll be equals) [editline]14th June 2012[/editline] [QUOTE=CapsAdmin;36323612][img]https://dl.dropbox.com/u/244444/ZScreen/2012-06/Screenshot-2012-06-14_12.07.56.jpg[/img] some mmorpg ish character i made[/QUOTE] ahahah what the fuck :v:
  • Avatar of CapsAdmin
  • [QUOTE=ChadMusket;36328034]How does one customize a vehicle ? :s[/QUOTE] assuming you mean pac3: right click on the part you want to attach to a vehicle and click on set owner if it's a group, you can try to change group name to vehicle From what I've experienced, there are almost no vehicle bones in gmod 12, so you can't attach stuff to the wheels unless you use the beta. I'm not sure if this is a bug in my code or if it's just that gmod 13 gives us access to more bones. Bones overall behave different on players in the beta too. They don't change child bones like in gmod 12.
  • Avatar of ChadMusket
  • [QUOTE=CapsAdmin;36328158]assuming you mean pac3: right click on the part you want to attach to a vehicle and click on set owner if it's a group, you can try to change group name to vehicle From what I've experienced, there are almost no vehicle bones in gmod 12, so you can't attach stuff to the wheels unless you use the beta. I'm not sure if this is a bug in my code or if it's just that gmod 13 gives us access to more bones. Bones overall behave different on players in the beta too. They don't change child bones like in gmod 12.[/QUOTE] Please put in terms an idoit can understand
  • Avatar of death_blade_420
  • how do i convert legacy outfits from PAC 2? [edit] i also have a glitch when i get in the vehicle even after i set it to owner the parts come back to me and float around. or is that just a gmod 12 thing?
  • Avatar of CapsAdmin
  • [img]https://dl.dropbox.com/u/244444/ZScreen/2012-06/Screenshot-2012-06-15_04.20.42.jpg[/img] [vid]https://dl.dropbox.com/u/244444/gm_flatgrass%202012-6-15%2004-17-48.webm[/vid] more progress on the mmo char thing this is a nice way of fixing stuff in pac3: added relative bones to the entity part which when enabled fixes model scaling in gmod 13 and makes bones behave like in gmod 12 (and also the arm bug for some reason !) improved bone part changed the bone part a bit (might break stuff) removed useless property "sequence" from model
  • Avatar of CapsAdmin
  • 2x fps! added tree part sorting improved owner logic removed set owner (use owner name is prefered now, but still not complete!) improved wearing on server (still not complete though)
  • Avatar of Skerion
  • Is there a way to get a list of bones of the player in PAC, like when you want to parent a model to a specific bone? Also, when I bonemerge a model to the player, the player itself becomes visible. [IMG]http://filesmelt.com/dl/bonemerge.jpg[/IMG] I already set the alpha of the entity (player) to zero, but that doesn't seem to work when I bonemerge something to a model. Is this some kind of bug or am I doing something wrong?
  • Avatar of Skerion
  • Oh my god, this is all so confusing. How do you edit npcs? How do you even "select" the npc you want to edit? I tried changing the owner name to the npc, but I must be doing something wrong because that doesn't work. I really need to know exactly how it's all done. Also, how do you bring up the material menu in PAC3? I'm sorry for all these questions. I haven't gotten used to PAC3 yet, and I just now found out about it. PAC2 just seemed so easy in comparison to this.
  • Avatar of CapsAdmin
  • [QUOTE=Skerion;36402277]Oh my god, this is all so confusing. How do you edit npcs? How do you even "select" the npc you want to edit? I tried changing the owner name to the npc, but I must be doing something wrong because that doesn't work. I really need to know exactly how it's all done. Also, how do you bring up the material menu in PAC3? I'm sorry for all these questions. I haven't gotten used to PAC3 yet, and I just now found out about it. PAC2 just seemed so easy in comparison to this.[/QUOTE] right click the property, left clicking is manual editing
  • Avatar of Skerion
  • Thanks CapsAdmin By the way, you should really add faceposing in PAC3 if you haven't already. Just a suggestion. Also, I just found out that you can't have two edited entities with the same name in the same map. For example, if you try to add something to the second ragdoll you selected for editing, it will just go to the first ragdoll, even if you have the owner set to the second ragdoll.