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Messages - nonSENSE

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1096
MoronYard Discussion / Tutorial: How to make hats for the server!
« on: October 01, 2011, 06:24:07 PM »
Reminder:

  • If I like your hat and add it to the game, you will receive a Legendary version of your own creation!
  • Make sure that the hat looks good on all models. I can't accept hats that only look good on some models and don't work with the others. Think about this before you start to save yourself some time.
General Guidelines:

  • Most hats look best when they are scaled down / up to fit the player's head size. Experiment a bit with the settings.
    • Avoid stretching the hat in 1 dimension. This will make it lose it's shape in most cases. Unless absolutely necessary you should not do this.
  • Do not rush through the hat creation process. Take your time and be precise. I am kind of picky when it comes to clipping issues and the general feel of the hat. If something doesn't look right, I will note it and it will probably take you longer to fix than before...
  • For now, please do not use custom models. Until the resource manager is fixed, I cannot include hats with custom models; you can send them in though but I will only add them when we can offer the custom model to the users through the download manager.
  • Hats can only be up of 1 part (model) right now!

1097
MoronYard Discussion / Tutorial: How to make hats for the server!
« on: October 01, 2011, 06:17:36 PM »

(Thanks to Knoxed for the banner)


This tool is outdated! Grab the new one here: http://moronyard.com/forums/index.php?topic=737.0



I am releasing the tool that I use to make hats for the server so you guys can make your own hats and post them here.

-- LINK REMOVED --

How to install?

  • Open the zip file, extract the contents into your addons folder (c:\program files\steam\...\garrysmod\addons) so that you have a folder that says PAC.
  • Done! You might need to restart Garry's Mod to use it.
  • Note: If you have a previous version of PAC installed, you will need to remove it and clean your data folder as well (remove or rename the pac2_outfits folder)
Tutorial:

- Start a game of sandbox (preferably multiplayer)
- Open your spawn menu and go to the options tab

- Follow these steps carefully!





1) Tick the little box next to the PAC. This will enable the addon.

2) Click the Show Editor button (this opens the main window)





3) In the Preview menu, click Enable T-Pose. This will make it easier for you to position the hat on the player model.

4) Reset the eye angles by clicking the button.






5) Open the Creation menu and click on the Part button. This will add a little icon to the top bar (the one with the baby)

6) Click the part icon in the top bar. It will now collapse the Part Menu (on the right side)





Click on the General Menu tab and it will show the following options:

7) Model: This is the path to the model your hat is using. Change it to the model of your hat.

8) Fix Origin: THIS MUST BE ENABLED AT ALL COSTS!!!!!!!! (if it isn't all the offsets and positions will be wrong and I can't use any of the data)

9) Attach to: This is the bone that you want to attach the hat to. Most hats and attachments need to be parented to the head. Others, such as the croco shield should be parented to a spine bone (else they would move whenever you move your head). The parent bone sets the movement for the hat.







When you have done step 7)-9):10) Click the little green plus sign (Start making a hat). This will switch the player model to Barney. Your screen look a little bit like the screenshot (except for your hat obviously).






Now it's time to get to work!

11) Use the Offset Menu to change the position of the hat relative to the model

12) Use the Angle Menu to change the angles of the hat.

13) Use the Scale Menu to shrink / grow the hat or to change single dimensions of the hat (make it longer, wider, taller...)
  • The Scale slider will shrink / grow the whole hat (all dimensions)
  • The X, Y and Z sliders change a single dimension
When the hat looks good on that model (see screenshot):

14) Click the little brick to save the settings for this model (Barney)






15) When you have clicked the little brick, click on the orange arrow pointing to the right (Next Model in line)
  • This will change the model to Alyx.
  • You need to adjust the settings for this model (repeat steps 11) - 13) )
  • When you are done, click the little brick again and then the right arrow (step 15)
    • This will change the model to next model. Repeat steps again...



When you have reached the last model (stripped combine) and adjusted all the settings:

16) Click the brick one last time.

17) Click the green puzzle piece once. This will generate a file with all the settings for each model.







18) The generated file can be found in your data folder (garrysmod\data\nonDB\hatsData\YOUR_MODEL\__compiled.txt)

19) Open the file _compiled.txt and check the last line. If it says TRUE, you have all the offsets you need and you are done. If it does not, it means you forgot to generate the offsets for one or several models.


When you have a correct _compiled.txt file, send it to me through a private message on the forums.

I will edit this post with more information if needed.

1098
News & Announcements / Dodgeball Closed Beta starting soon!
« on: September 30, 2011, 06:19:51 PM »
No I am not kidding. I have been working on the new gamemode for our servers and it is almost ready for closed beta.


What does that mean, closed beta?

A select group of individuals (community members) will have access to the server. Only active members of our community are eligible. To enter, simply send me a PM on the forums (please do not ask me through Steam) or reply to this thread. Please make sure that your steamid is linked to your forum account.


So what is the gamemode about?

If you have played the Team Fortress 2 dodgeball before, you know what to expect. If you haven't, I'll go over the key features real quick:

  • 2 teams, Red and Blue
  • 1 weapon for each player: a TF2 flamethrower used to airblast incoming projectiles (primary fire is disabled). With this, you can deflect rockets and nukes but also airblast enemies.
  • 1 winning team; the last standing player's team wins!
Basically, on each map there is at least one rocket spawner. They shoot rockets are a random target after a certain amount of time. If the rocket is coming for you, you shouldn't bother running. Instead, use your flamethrower's secondary ability (right click) to airblast the rocket away from you and forcing it to look for a new target (of the enemy team). If the rocket explodes on you, it hurts (deeerp).


Sounds great, when can I play?

Soon. I will try to get the server up and running this evening but do not rip my head off I have to delay it by a few hours. I will announce the start of the beta on our community group page.

1099
MoronYard Discussion / Sell Tags
« on: September 29, 2011, 05:17:39 PM »
This is something that would only be available to donators.

1100
Slope / An idea for the slope server.
« on: September 29, 2011, 05:14:21 PM »
These 'specials' wouldn't be for sale in the shop. Nobody should have an advantage in gameplay just because they have more money / have been playing longer.

I suggested something like this to Stebbzor when he was working on the gamemode. Several different actions, including
  • telekinesis (pushing props or even opponents)
  • high jump
  • sprint bursts (dodging)
All of these 'actions' would have a cooldown to make them balanced. Every player could change their selected power each round (when they respawn) and some powers might need to be unlocked first (not sure about this).

The idea was dropped for some reason though. If you can get Stebbzor to work on it, it would probably be included on the server.

1101
MoronYard Discussion / Sell Tags
« on: September 29, 2011, 04:09:29 PM »
What exactly do you mean by tags?

1102
Bans & Appeals / Unban Request
« on: September 28, 2011, 09:39:40 AM »
There is nothing to talk about here. He's not getting unbanned. End of discussion.

1103
News & Announcements / Moderator spots have been filled!
« on: September 26, 2011, 12:25:39 PM »
Thank you to all the applicants. It was a tough decision and we originally only wanted to fill 2 spots, but we increased the number of moderators we hired to 3. Congratulations to
If you did not make the list, don't worry. There will be more applications in the future. Until then, every applicant will receive a free key and a chest of their choice. PM me with the chest series you want.

1104
Slope / Mapping for Slope
« on: September 25, 2011, 03:14:42 PM »
Here are a few guidelines and pointers if you want to make a map for Slope. These are purely hints about the design of your map - for all technical advice related to the Hammer editor, contact one of our mappers.

How long should the map be?

Short to medium. The perfect length for a Slope map is slope_grassy.
Fact: Increasing the length of the slope does not make the map any harder; it only produces more lag. Since the falling props are only removed at the bottom of the slope, a long map will have a lot more entities existing at the same time.
That is not what we want!

How do I make the map more difficult then?

Be creative! Anything from
  • sand pits (that slow you down),
  • frozen areas (that make you lose control over your movement),
  • grids (think chain link fence that you have to walk over)
  • and traps (forcing you to dodge)
are welcome! You are of course not limited to elements on this list. Surprise us!

Any other things I should consider?
Your slope map needs to have a slope (obviously), but you can still experiment. Add floating platforms and moats maybe. Add trigger hurts or other traps.

You can test the map by using our skeleton gamemode: http://www.mediafire.com/?i1in6ig1byfiw83
If you need help downloading it then please click here.

Hope this helped!

1105
Slope / [Suggestion]Auto Spawn
« on: September 25, 2011, 01:10:19 PM »
When only 1 person is left, set a timer for 5 seconds and if the last person hasn't moved slay him.

1106
Slope / [Suggestion]Auto Spawn
« on: September 25, 2011, 10:51:23 AM »
I assume this is a suggestion for Slope.
I don't think we will get rid of the spectating system; it can be fun at times.

However, we will work on reducing waiting times to a minimum by getting rid of afk players immediately.

1107
MoronYard Discussion / Custom Models
« on: September 25, 2011, 10:36:40 AM »
Guidelines for hats / attachments models:

Keep in mind that all of the hats and attachments need to be wearable by all player models. While a hat might fit perfectly on Kleiner's head, it probably won't look that great on an Elite combine. I have run into this problem quite often already with some TF2 hats, especially since they look horrible when you scale them (stretch them to make them wider, higher or deeper).

1108
News & Announcements / Steam Community Group
« on: September 24, 2011, 11:04:16 PM »
The Steam Community Group for MoronYard has been created!

If you haven't already joined, you should do so now! Members of the group recieve special in-game advantages benefits over other players! These things include:
  • More item drops
  • Win 20% more money for every game you win

Click here to go to the group. Remember to invite your friends!

1109
News & Announcements / Moderator Applications
« on: September 24, 2011, 02:16:42 PM »
As some of you already know, we are looking for active moderators on both our forums and game servers. Currently there are 2 spots that need to be filled.
We are looking for active members of our community that enjoy lending a hand.

Your duties include:
  • Keeping an eye on the forums and cleaning up spam
  • Kicking, muting or temp-banning troublesome players on the game servers
  • Discussing upcoming features to our gameservers
To hand in your application, simply post a new thread in this forum. Tell us a little bit about yourself, if you have any previous admin / moderator experience, where you are from and why we should consider you for spot. Don't worry, all applications will be reviewed separately and privately.

Update:
Applications are now closed. We will announce the new moderators tomorrow! Thanks for applying!

Note: Please make sure that you have linked your forum account to your game server account by entering your SteamID into your profile.

Good luck!

1110
News & Announcements / Server Awards and Artifacts
« on: September 23, 2011, 11:32:23 PM »
Our first server event has just been launched!

Over the past few days I have been working on awards and achievements for our 2 gamemodes Smash & Slope. So far I have added 7 (3 for Smash, 4 for Slope) but more will follow.
With the launch of the new award system, I have also decided to give out Enchanted Artifacts. These rare crafting materials can be obtained by earning awards on the server for the next few days. Artifacts stop dropping after Sunday 11.59 PM GMT.

At the moment artifacts can not be crafted into new items yet, but new crafting recipes will be introduced very soon, so hang on to those rare ingredients!

Now, get on the servers and start earning awards!

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