• Wenli's Build Tools
    289 replies, posted
  • [QUOTE=Cyberuben;34909466]Sorry for this massive bump, but I seem to have trouble with the 32x32 and 8x8 PHX plates. They don't have edges that are exactly at the edge of the model. If I try to click the PHX model from above, it won't make a hitpos snapped to the exact edge of the model, but when I click really close to the edge, it'll just go through and click the ground. Any fixes for this, or am I not able to solve this due the PHX failing? [editline]28th February 2012[/editline] [url]http://cloud.steampowered.com/ugc/451722503096322938/1331DA0A6EFF3D2AAC27046A4D9EC168199A583B/[/url] That's what I mean.[/QUOTE] some phx models have bad collisions.
  • [QUOTE=Uncle Bourbon;34909586]some phx models have bad collisions.[/QUOTE] Do you have any clue how to fix thi? Or is it just a 'deal with it' moment?
  • [QUOTE=Cyberuben;34909765]Do you have any clue how to fix thi? Or is it just a 'deal with it' moment?[/QUOTE] either you have to deal with it or modify the collision model (i recommend dealing with it) :v:
  • [QUOTE=Uncle Bourbon;34910131]either you have to deal with it or modify the collision model (i recommend dealing with it) :v:[/QUOTE] I'll follow your word. :frog:
  • Avatar of Zoshi235
  • Any plans to upload this to the Steam Workshop when you get a Gmod 13 beta key/Gmod 13 releases? DasMatze's Bricks are kind of useless without it.
  • [QUOTE=Zoshi235;35357448]Any plans to upload this to the Steam Workshop when you get a Gmod 13 beta key/Gmod 13 releases? DasMatze's Bricks are kind of useless without it.[/QUOTE] Yes, I have been holding off playing Gmod until the next update is out, so my tools pack will likely be updated after Gmod 13 is released.
  • Avatar of vexx21322
  • [QUOTE=Wenli;35382971]Yes, I have been holding off playing Gmod until the next update is out, so my tools pack will likely be updated after Gmod 13 is released.[/QUOTE] Do you have any planned features for PA?
  • [QUOTE=Wenli;35382971]Yes, I have been holding off playing Gmod until the next update is out, so my tools pack will likely be updated after Gmod 13 is released.[/QUOTE] Nodex may be reborn in GMod at this time; I need to update ECS. lol
  • I know this is not a release thread for Nodex ECS but many of the users here may want this as both were burped out of Nodex. As we may never return to gmod, thought this may live on some how. Tore from some random poor development snapshot but works fine... just dirty looking code and unfinished/concept stuff in there. [URL]http://mc.nodex.net/nodex-ecs-v12.1.zip[/URL] Unzip into addons folder; now works in SP and servers. If you wish to alter some hard coded permissions please search out :ulx: token to modify in the modules. Key Commands: e_commands e_playeroutput e_playersave Enjoy.
  • Avatar of 007SILVERTOE
  • [QUOTE=vexx21322;35400874]Do you have any planned features for PA?[/QUOTE] I know that you are waiting for Gmod13 to come out in order to update your tools (if need be). But I must admit that a lot of us would benefit from continued tutorials of your tools (assuming that all the functions would remain the same after the update). My mind was blown at what all your PA tool could accomplish, then you said it was like 10% of what the tool could do and I was dumbfounded. Unfortunately, because of the only two tutorials we were provided with, and because of the seemingly dead wiki page, I still have to resort to other tools to accomplish my tasks, when realistically I'd like to consolidate just to PA if it really can do all you have purposed :wink: [QUOTE=hatred;35875700]I know this is not a release thread for Nodex ECS but many of the users here may want this as both were burped out of Nodex. As we may never return to gmod, thought this may live on some how. Tore from some random poor development snapshot but works fine... just dirty looking code and unfinished/concept stuff in there. [URL]http://mc.nodex.net/nodex-ecs-v12.1.zip[/URL] Unzip into addons folder; now works in SP and servers. If you wish to alter some hard coded permissions please search out :ulx: token to modify in the modules. Key Commands: e_commands e_playeroutput e_playersave Enjoy.[/QUOTE] I must admit that when Entity Command Suite first came out it was like the cream of the crop for gmod versatility, but after gmod10, stools have really become the community standard IMO. All the commands and binds that were needed through the console are replaced by easy to use tools, if you guys do decide to return to gmod (because who wants to leave?), you should take up that role. I mean, we can already see what Wenli can do with one PA tool
  • Avatar of AlfieGroove
  • Sorry if this been asked already, but is there a GMod 13 version, or any plans for a port?
  • Avatar of code_X
  • Wenli, do you want to start a github project? This would allow anyone who want in helping you to fix it, and is lot easier then SVN because we can then easily share the changes we did already and you don't have to do it all your own and not need to do the same things already fixed. I can setup one if you allow on github. I started to fix it for the (now public) beta, basic functions and parts of the gui is already working for me. Maybe someone has some time to help in fixing? [B]Edit: [/B]Only some small bugs left to fix, almost everything is working now and ready for 13. For now the only thing I can see that is not working is setting alpha for the checkered AlphaBar, which is not such a big issue. And the gui.OpenURL is currently disabled by garry because of some security related issue, I assume he will fix it soon, so no build-in Help-Function available for now. Wenli do you want to set it into the new Workshop? I can send you the code, its realy easy to add things to workshop with garrys tool.
  • Gmod 13 without precision alignment is nothing... :( So i hope, you will release the compatible version soon. Please respond something! Best Regards!
  • Avatar of XXXmags
  • Have you checked through all of the workshop in the beta? it might be there..
  • [del]I didn't see it, so here goes [url=http://steamcommunity.com/sharedfiles/filedetails/?id=102689282]nothing[/url]. This is just the original mod as Wenli left it with no 13-izing, but hopefully it works.[/del] [b]EDIT:[/b] Wenli's back.
  • Avatar of code_X
  • I didn't got any response, and want to help. I added it today on a github repository (with SVN history), so anyone who has some time, can help fixing bugs now for garrysmod13, a Wiki is there too. If Wenli has something against, just tell me and I will delete it from github. Edit: deleted as requested by Wenli [del]I will check in the stuff I fixed already shortly, need to clean it up a bit first. Github-Repository with (for now unfixed) version 1.5: [URL]https://github.com/X-Coder/Wenlis-Tools[/URL][/del]
  • Avatar of code_X
  • Yes, I can do this, until Wenli want to take it over. Edit: deleted as requested by Wenli. [del]Edit: [B]it is in Workshop now[/B] [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=102929029[/URL] Github: [B]help in fixing bugs[/B] [URL]https://github.com/X-Coder/Wenlis-Tools[/URL] Maybe its better to split the tool into seperate Workshop addons. But for now this should work too.[/del]
  • Hi code_X, I appreciate that you would like to see my tools updated and on workshop, but I would like to maintain the code personally and update it myself for GM13. I would not like to lose control over something I have my name to, and the last thing I want is being asked to support a version I had no idea existed - please can you take both the Steam Workshop version and the GitHub project down? Thanks. I mentioned in my last post that I would be updating once GM13 was out. I'm not sure why people are confused over this. Also, yes I have more features and more tools coming. I should probably add - the main reason why I wouldn't want to update this until GM13 comes out is that Garry is guaranteed to break things all the way up until release. I think people are going to need to accept that a lot of mods/addons won't be working properly until the gmod code has settled at least a bit. I'm sure everyone here has seen how many changes Garry has been making lately, much more than before, and even during GM12 things were being broken quite often.
  • Avatar of code_X
  • Great to hear something from you, I took down both as requested. You did a great job making these tools, and I thought why should do Wenli all this g13 fixes on his own - we are a community so we can help each other out. I understand you don't want to support foreign versions, I wouldn't do so too, and thats why I suggested github. The point of github was, you could create your own repository, and by using github's pull-request we could send you patches, and you are the one who has the full control and decides lastly if the patch goes in or not - it was just meant to help you, so you don't need to do all from scratch. If you don't want to start from scratch in fixing, I can send you the code I already fixed, if you are interested.
  • [QUOTE=Wenli;38063515]Hi code_X, I appreciate that you would like to see my tools updated and on workshop, but I would like to maintain the code personally and update it myself for GM13. I would not like to lose control over something I have my name to, and the last thing I want is being asked to support a version I had no idea existed - please can you take both the Steam Workshop version and the GitHub project down? Thanks. I mentioned in my last post that I would be updating once GM13 was out. I'm not sure why people are confused over this. Also, yes I have more features and more tools coming. I should probably add - the main reason why I wouldn't want to update this until GM13 comes out is that Garry is guaranteed to break things all the way up until release. I think people are going to need to accept that a lot of mods/addons won't be working properly until the gmod code has settled at least a bit. I'm sure everyone here has seen how many changes Garry has been making lately, much more than before, and even during GM12 things were being broken quite often.[/QUOTE] [b][i]HE LIVES[/i][/b] Guess I'll take down my raw port of the GM12 version. Good to hear you're still around to work on it; I'd thought the tool was abandoned.
  • So now that GM13's here, is there any sort of ETA and you've just waited to make sure Garry didn't break anything, or are you still finishing up the porting?
  • I haven't even had a chance to download the latest version yet, give me a chance. ETA this weekend when I will have enough time to look at it.
  • A'ight, just didn't know how far along you were. (And sorry about the "raw upload" thing on Workshop; I thought you'd abandoned the tool so I figured I'd put it up for archival purposes.)
  • Avatar of Mrblbshrtz
  • PRAISE THE LORD! Most mod developers seem to have abandoned their mods to die in Gmod 13, but not you- Thank you Wenli. Also some suggestions to make it a one-stop build mod - Include the functionality of tools such as: - smart weld - no collide multi - maybe no collide world?
  • Avatar of Frankess
  • Please, no smart welding. Only smart thing is to weld things by yourself, to one prop, only few important things. For rest use parenting.
  • Avatar of Mutewood
  • [QUOTE=Frankess;38206291]Please, no smart welding. Only smart thing is to weld things by yourself, to one prop, only few important things. For rest use parenting.[/QUOTE] Who voted this guy as dumb?, he's completely right, the most stable way of welding is welding most light props to a few heavy ones, smart weld tends to create unstable and spazzy messes. Although it could be argued that smart weld would be useful for things like quickly welding together props that aren't meant to move
  • Avatar of shadowscion
  • [QUOTE=Mrblbshrtz;38206048]PRAISE THE LORD! Most mod developers seem to have abandoned their mods to die in Gmod 13, but not you- Thank you Wenli. Also some suggestions to make it a one-stop build mod - Include the functionality of tools such as: - smart weld - no collide multi - maybe no collide world?[/QUOTE] In almost all cases, contraptions should have zero welds; and in every instance where a weld is needed, you sure as hell do not use smart-weld.
  • [QUOTE=unrezt;38208982]In almost all cases, contraptions should have zero welds; and in every instance where a weld is needed, you sure as hell do not use smart-weld.[/QUOTE] Ah, but a lot beginners still use welds so I'd rather see the option, however: [QUOTE=Mutewood;38208943]Who voted this guy as dumb?, he's completely right, the most stable way of welding is welding most light props to a few heavy ones, smart weld tends to create unstable and spazzy messes.[/QUOTE] One thing I've noticed is that the Smart Constraint add-on is a lot more stable than smart-welding, so if Wenli were to put in some sort of "smart" option, I'd love to see that. Plus it highlights selected objects in red, which complement's precision's blue. And that's neat.