68 Results
[QUOTE=bizzclaw;51791900]I'm working on a paired player animation system, this means that both players involved need to be at the exact position and angle. This is problematic however because you can't just set the angle of a player's body, as setting their view angle just tur...
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[QUOTE=find me;49027015]Your stuff is always amazing. I even had a kid once talk to me about your Chimera gamemode that didn't even know what gmod was.[/QUOTE] Thank you for the kind words everybody, but I didn't make the Chimera gamemode. :v:
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Giraffen93's awesome pumpkins reminded me that I started working on a Rust-style painting addon a while back. The original idea was just for signs in RP or something, but it could also be cool for player-customized clothing and stuff too. [video=youtube;0c1HkmKiZvo]http://w...
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Working on yet another traitor trap for TTT. I think that I only have one or two more to do at this point. :dance: [vid]http://a.pomf.se/pqdems.mp4[/vid] [URL="http://www.youtube.com/watch?v=NWixrCOhquQ"]YouTube Mirror[/URL]
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[QUOTE=Giraffen93;47288623]welp, errorcleanse made the models invisible, great[/QUOTE] :suicide: I'm really sorry about that, I forgot that I even had errorcleanse on workshop still. I released an update for it just now which should fix that but honestly the whole addon is s...
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[QUOTE=EvacX;46809807]@LinkTwilight do you make the models yourself?[/QUOTE] Yes, I make the models and [URL="http://facepunch.com/member.php?u=142061"]my friend[/URL] makes the sound effects. [QUOTE=Dgc2002;46809826]I've only been able to find a hand full of tutorials ...
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[QUOTE=nettsam;46809258]I always get really excited when you post, you always make the coolest things :dance: could you some day make a stencil tutorial, even if it's extremely simple[/QUOTE] Thank you! I can try to make a stencil tutorial sometime, but I don't know if ...
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Working on more traps for TTT. [video=youtube;5qM6L_9r3XE]http://www.youtube.com/watch?v=5qM6L_9r3XE&hd=1[/video]
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[QUOTE=zerf;46664701]I ported it to gmod 13 [URL="https://dl.dropboxusercontent.com/u/55311295/ShareX/2014/12/ErrorCleanse.7z"]Dropbox[/URL] | [URL="zorf.me/conejo/upload2/files/ErrorCleanse.7z"]Mirror[/URL] | Workshop[/QUOTE] I had a [URL="http://steamcommunity.com/shared...
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[QUOTE=BFG9000;46219348]Wow, it's just like your hell hole except with some degree of physics! Btw, I use your hell hole on my server all the time and players are always scared shitless EDIT: Wait you're the same guy right[/QUOTE] Yeah it's very similar. I'm glad to h...
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[QUOTE=Exho;46217425]What I want to know is how he managed to recreate brushes with lua...[/QUOTE] It's an animated model and the texture on the surface is an RT. When the trap activates I render an isometric view of the brush to that RT, then use stencils to cover up the o...
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[vid]http://a.pomf.se/ejehhj.webm[/vid] [URL="https://www.youtube.com/watch?v=hHu7L48QO_g"]Youtube Mirror[/URL]
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[QUOTE=Fortune11709;46094864]I assume you're using stencils for that, right? Do you know any decent tutorials for them? I have been wanting to learn how to use them, but don't know where to start. Should I just mess around with it until I learn how to use them well?[/QUOTE] ...
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[QUOTE=Exho;46092889]Ever plan on releasing that? Its wonderful[/QUOTE] Yeah, my current plan is to release all the traps as a single addon once they're all done and polished. [QUOTE=Handsome Matt;46093511]All your traps are brilliantly done, but this one has to be the m...
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Working on some more traps for TTT [img]http://i.imgur.com/mIdBR7n.gif[/img] [vid]http://a.pomf.se/cinyht.webm[/vid] [URL="https://www.youtube.com/watch?v=AhBPWOCb5_k"]Youtube Mirror[/URL]
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Working on another trap for TTT. [video=youtube;DAR4bJr93Kc]http://www.youtube.com/watch?v=DAR4bJr93Kc[/video]
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[QUOTE=Pigbear;45314077]I am wondering how the traitor would go about deploying these. Also are you going to host a server with this on it?[/QUOTE] They're placed like buildings are as an engineer in TF2. I'm still working out exactly how they will be activated; currently ...
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I've started to work on my TTT traps some more. [vid]http://a.pomf.se/genfbn.webm[/vid] [URL="http://www.youtube.com/watch?v=q-BsUi_EBXg"]Here's a YouTube link if you can't view WebM.[/URL]
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[QUOTE=MDave;43424935]Did you use RenderView to grab the decals on the wall?[/QUOTE] Yes, that's exactly what I'm doing. I'm rendering a face of the world to an RT via an orthographic RenderView. [QUOTE=Acecool;43424908]That's fantastic. Have you ever played Evil Genius? A...
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I made a dynamic trap, I'm thinking that it could be useful for traitors in TTT or something. [video=youtube;8SeT6dHBYHI]http://www.youtube.com/watch?v=8SeT6dHBYHI[/video]
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[QUOTE=Bletotum;43009620]Model animation for the debris? [editline]28th November 2013[/editline] that is an excellent interior what about players standing in the hole-zone?[/QUOTE] Thanks, it uses a combination of clientside props and a model animation for the debr...
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[QUOTE=vexx21322;43005411]Stencils I assume. That's pretty cool.[/QUOTE] Thank you. It is using stencils. [QUOTE=code_gs;43005421]What does it look like from the player's perspective?[/QUOTE] They are frozen, and then kicked once the hand grabs them. I'll probably ...
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[video=youtube;bZNJlJsflDI]http://www.youtube.com/watch?v=bZNJlJsflDI[/video]
LinkTwilight Developing Reply
[QUOTE=Th13teen;42650307]If is the angles take a peak at this... [URL="http://wiki.garrysmod.com/page/Player/SetAllowFullRotation"]http://wiki.garrysmod.com/page/Player/SetAllowFullRotation[/URL] I was having issues with something of my own that required full rotation of play...
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[QUOTE=Minelayer;42630676]put 2 people in it[/QUOTE] The rotation is all clientside, so it would only appear to rotate if it was you that moved. The other player should rotate around just like a prop, but I'm having some trouble setting their render origins. This is for...
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[QUOTE=Bletotum;42629142]That is very clever. So what about the player? How does the player go along the twist?[/QUOTE] Thanks! The corridor itself also rotates based on the local player's position. The corridor's geometry is twisted in such a way that when rotated the ...
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[QUOTE=bobbleheadbob;42627922]The real question is what it looks like in third person.[/QUOTE] [URL="http://www.youtube.com/watch?v=Vq96Jj_2LeQ"]Here's a video of it in third person.[/URL] [QUOTE=Bletotum;42626715]Simulated gravity via force application to the surface norm...
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I'm working on a corridor like the one in Ocarina of Time. [video=youtube;lPDzWB_kxTg]http://www.youtube.com/watch?v=lPDzWB_kxTg[/video]
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I made a headshot decapitation script for a person's TTT server. It uses a dynamically created head prop from the player's model, and there's very little lag since it's clientside. [t]http://i.imgur.com/2eXrFVD.jpg[/t] [t]http://i.imgur.com/0Vpl8nG.jpg[/t] [t]http://i.imgur...
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[QUOTE=slayer20;39458886]It's photoshopped.[/QUOTE] The picture is taken in-game, but some shadows are drawn onto the model's texture.
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[t]http://dl.dropbox.com/u/8269322/Impossible_Bench/Impossible%20Seat.jpg[/t] I'm not quite sure what I'm making this for, but I think I like it.
LinkTwilight Level Design Reply
I updated ErrorCleanse to work in GMod 13, but it seems that sv_allowcslua defaults to 0. The new workshop download is in the OP, but you won't see any difference unless the server explicitly allows clientside scripts. You can use [url=http://wiki.garrysmod.com/page/Server/Wo...
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I made a favicon for kragmars' [URL="http://ezyimg.com/"]EzyImg[/URL] site. It's a pretty simple cloud when you're on the main page: [img]http://puu.sh/1ozUb[/img] But, when you upload an image, the favicon will display the current progress remaining: [img]http://puu.sh/1...
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You don't have permission to view this result. It's probably in a forum that your account has no access to.
I'm working on an insult generator. (For the only the [I]best-possible[/I] chatting experience.) [video=youtube;pi5j5iBDEt0&hd=1]http://www.youtube.com/watch?v=pi5j5iBDEt0&hd=1[/video] It uses [url]http://www.insultgenerator.org/[/url] In other news, the youtube projector...
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I worked a little bit on my YouTube projector again, I made some kind of volumetric effect thing. [t]http://i.imgur.com/WBV62.jpg[/t] [t]http://i.imgur.com/0GtrP.jpg[/t] [t]http://i.imgur.com/E7zAQ.jpg[/t] [vid]http://www.dropcanvas.com/zjoqc/2[/vid] I still need to w...
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I'm working on [sup][sub][sup][sub]yet another[/sup][/sub][/sup][/sub] YouTube projector. [video=youtube;Rt0s_QGXE3I]http://www.youtube.com/watch?v=Rt0s_QGXE3I&hd=1[/video] This uses a projected rendertarget texture for videos, and eventually other information shown on i...
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You don't have permission to view this result. It's probably in a forum that your account has no access to.
[release][table="width: 100%, align: center"] [tr] [td][media]http://www.youtube.com/watch?v=L2ey4rTJGiQ[/media][/td] [td][t]http://filesmelt.com/dl/poster-12-04-14_21-18-23.jpg[/t] [t]http://filesmelt.com/dl/gm_flatgrass130011.jpg[/t] [/td] [/tr] [/table][/release] ...
LinkTwilight Garry's Mod General Reply
Offset Trails
LinkTwilight Garry's Mod General Thread
[QUOTE=KatNotDinner;35174058]Does the mod it descrease fps? Cause I haven't looked in the code but checking and rendering stuff every frame might cause some fps drops.[/QUOTE] The box model has a lot less polygons than the error model, it should increase FPS if anything. Y...
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[QUOTE=DarKSunrise;33861472]Can't you just construct a mesh with Lua instead?[/QUOTE] I was doing that originally, but it was much slower to render and had some lighting problems. [QUOTE=DarkMonkey;33865541]Or steal one from a rectangular object included by default.[/QU...
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[QUOTE=Phoenixf129;33858698]Would this be able to be packaged into a server addon? (Not looked at the code) Just AddCSLuaFile it? :o[/QUOTE] That should work just fine -- but you'll also want to send [i]models/props/smallcubetrt.mdl[/i] and [I]materials/turtle/errorc...
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[QUOTE=Python1320;33827757]By the way, try css weapons without CSS. Quite...irrritating I'd say.[/QUOTE] Oh not again. :suicide: I added a (lame) fix for that, I will hopefully find a cleaner fix later. Updating the garrysmod.org download is such a pain, I wish I cou...
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[QUOTE=Grocel;33820134]Did you post a bug report or something to Garry about this bug in OnEntityCreated?[/QUOTE] No I haven't, it didn't seem very important. [editline]a[/editline] Oh lord I noticed a huge problem (related to lua effects not drawing) [b][i]Please[/i] upda...
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[QUOTE=Grocel;33811021]What is [lua]timer.Create( 'ErrorCleanse.AddErrors', 0.25, 0, ents.GetAll )[/lua] at line 96 supposed to do? How it's "fixing entities sometimes not getting OnEntityCreated spawned for them"? Does OnEntityCreated called again for all entities if you cal...
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[img]http://i.imgur.com/G362E.png[/img] [release][img]http://i.imgur.com/TlbRX.png[/img][/release] [media]http://www.youtube.com/watch?v=H0Fw4yVOmXE&hd=1[/media] I apologize for the following page-strecher. [release][t]http://i.imgur.com/cHLfb.jpg[/t][t]http://i.imgur....
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ErrorCleanse - Dynamic Error Models
LinkTwilight Addons Thread
Here's a quick addon I made a few days ago to revert it. [url]http://dl.dropbox.com/u/8269322/Old%20Spawn%20Effect.zip[/url] Extract it to addons.
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I think it looks pretty good. But if you want the old effect back, here's a quick addon that will revert it. [url]http://dl.dropbox.com/u/8269322/Old%20Spawn%20Effect.zip[/url]
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[QUOTE=Feihc;29102964]I can change it but it will work either way. It just sets a per-player variable whether they want to show it or not. [editline]11th April 2011[/editline] I have sad news friends, the way I was planning on doing this was by setting Nav points with th...
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[QUOTE=Feihc;29029887]I'm having a hell of a time getting this to work with my code. I had to switch a hole buncha shit around and add DTVar's and whatnot to get it to work, but it doesn't seem to ever enter the wobble state, and the physics always seem to make it wobble as we...
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This is looking really good so far, keep up the good work. [QUOTE=Feihc;28925149]Found a much better model on gamebanana that solves a lot of the sticking problems it had when wobbling, and doesn't have the vertex issues on the front face that the original model did. Only pro...
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Also, you probably want to return true so that you don't get double chat lines. Oh, and because you're doing [lua]local chat = {}[/lua] It will mess up the chat library, rename that variable or you'll get an error.
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[QUOTE=jaycc;25774442] 1: what sort of I/O can I have between maps and lua? (can I have a in-map trigger call a function in lua?)[/QUOTE] Yes you can, there is a lua_run entity you can use to call lua functions. [url=http://wiki.garrysmod.com/?title=Lua_run_%28entity%29]T...
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[QUOTE=ralle105;25357107]Is metal_box.mdl really a vanilla model?[/QUOTE] Yeah, it's the companion cube. Really descriptive name. :v:
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Replace prop_physics with your entity's classname Here's how to find it. [img]http://i.imgur.com/n06Ru.png[/img] Of course yours is different than mine.
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[QUOTE=wamilou;25356152]No work. It return in console : prop at 663 -42 31 missing modelname Can you help me please ?[/QUOTE] Are you sure that you copied all the code? That error should only come up if you're still making a prop_physics instead of your entity's cla...
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Right now you're just making a prop_physics in the SpawnFunction, and not doing anything with it. You need to make it spawn the SEnt instead. [b]init.lua[/b] [code] AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") local actPlayer = nil; functio...
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[QUOTE=FAU78;20119507]So this function should be put in autorun/server? This what I did: I put the following code in Spwan.lua in folder lua\autorun\server as well as lua\autorun\client, and in GMod I choose "create multiplayer" and use gm_construct map. There is no respons...
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[lua]local function StartChat(TeamSay) return true -- Return true to hide the chatbox end hook.Add("StartChat", "HideMyChatBox", StartChat)[/lua] [url=http://wiki.garrysmod.com/?title=Gamemode.StartChat]From the wiki.[/url] You could also try: [lua]function HideNorm...
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Garry blocked all the ent_* commands a while ago, so you cannot fix that. Though, you can try using [url=http://www.garrysmod.org/downloads/?a=view&id=42593][b]this[/b][/url] one instead. :smile:
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[QUOTE=| FlapJack |;18434737]props isn't an entity. [code]prop_physics[/code][/QUOTE] [url]http://wiki.garrysmod.com/?title=Player.GetCount[/url] It's not asking for entity class. :confused:
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Example: [code]CreateConVar( "something_maxprops", "50", { FCVAR_REPLICATED, FCVAR_ARCHIVE, FCVAR_NEVER_AS_STRING, FCVAR_NOTIFY } ) local function CheckPropLimit(ply, mdl) local PropLimit = GetConVar("something_maxprops"):GetInt() if(ply:GetCount("props")+1 > PropLimit) ...
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You can replace the MakeGun function in init.lua with: [code] function MakeGun(ent) local Pos = ent:GetPos() timer.Simple(0.3, function() local e = ents.Create(table.Random(Weapons)) e:SetPos(Pos+Vector(0,0,5)) e:Spawn() e:Activate() end) ent:Remove()...
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Is this what you want? [url=http://solidfiles.com/d/CEtS][img]http://cdn.solidfiles.net/info_imgs/CEtS.jpg[/img][/url] You can change the weapons it spawns at the top of [i]addons/randombox/lua/entities/gmod_randombox/init.lua[/i]
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I believe you're thinking of [url=http://www.garrysmod.org/downloads/?a=view&id=15744][u]This[/u][/url] pack's Breakable Props tool.
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There's a prop resizer tool [url=http://www.garrysmod.org/downloads/?a=view&id=25740][u]Here[/u][/url].
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