GMod 13 models have no eyes.

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Garry's fault, unfortunately. Like the floating eyes (eyes not turning, if you face one way people only see the whites of your eyes), it cannot be fixed.
 
When this happened in GM12, it was the animation system trying to be extra super fancy. I wouldn't be surprised if this didn't happen in sandbox.
 
Zaubermuffin said:
When this happened in GM12, it was the animation system trying to be extra super fancy. I wouldn't be surprised if this didn't happen in sandbox.

The issue is the animation system, yes. Garry said he would add something to fix it. We're waiting.
 
Does it happen with vanilla player models from GMod in sandbox?

Otherwise, it can't be completely Garry's fault.
 
It's because of the animation set used by the models Dave compiles are not those that are now the standard (the standard being player animations, as opposed to NPCs).



something along those lines at least
 
All TnB models always were compiled with NPC animations and not the GMod animations - that's the reason why we can't have nice things such as sitting animations, gestures and all other things you recognize from GMod's sandbox. The player models are just as capable as the average citizen (which even implies that females have different animations than males). It's the reason CPs can't hold shotguns properly, Overwatch has barely any animation aside from shotguns/AR2s and other reasons.

Garry said, way back then, that he would allow to load different animation tables upon loading the .mdl of something - basically, you could then load your crap done NPC models and link them the GMod animations, resulting in a completely capable GMod ragdoll. I don't know what happened to that idea and the lack of documentation isn't helping either.
 
doesn't seem like much of a differnese to me.

makes them more unique.
 
Basically yes, all of our models are compiled with NPC anims - which were made impossible to use when they swapped to G13.

What we do now is pair an invisible model with the correct animations to our players, and make the old models "stick" to it.

Thats why the eyes dont always work properly.



If Garry had planned to do some animation code to allow us to choose the correct animation sets, I certainly havnt seen anything about it. But I wish he would.
 
Davebrown said:
Basically yes, all of our models are compiled with NPC anims - which were made impossible to use when they swapped to G13.

What we do now is pair an invisible model with the correct animations to our players, and make the old models "stick" to it.

Thats why the eyes dont always work properly.



If Garry had planned to do some animation code to allow us to choose the correct animation sets, I certainly havnt seen anything about it. But I wish he would.

I was right - it's the animation system that screws up, just like in GM12 (hello, Tiramisu & Companions). If it is any help, I'm not going to search for it because I have literally no real use for it - but Garry talked about loading animations from a different file while loading the mesh with Max at some point. Don't know what happened and Facepunch doesn't have a search function. What I don't get is why the NPC models stopped working - according to my info, the old animation system wasn't touched.
 
Garry just made it so we cant change player animations. Its hard-coded to the normal gmod ones now, so we have no choice.
 
We should make our own Garry's Mod. With Blackjack and hookers. TnB on CryEngine3.
 
Davebrown said:
Garry just made it so we cant change player animations. Its hard-coded to the normal gmod ones now, so we have no choice.

I'll see your blame and raise by one video.

[youtube]gQ8KCVfampE[/youtube]

I could have shown more animations, but to keep it short and simple I reduced myself to ACT_WALK. The system works the same as it did in GM12.
 
Out of interest, did that work with any custom models, Zauber?
 
It worked with all tested NPCs (which are using the same tables that TnB models do - and even more) exactly the way it used to in GM12. I'm very sure that it works the same way it always did and the TnB "developers" just screwed up.

Like they always do.
 
Zaubermuffin said:
It worked with all tested NPCs (which are using the same tables that TnB models do - and even more) exactly the way it used to in GM12. I'm very sure that it works the same way it always did and the TnB "developers" just screwed up.

Like they always do.

Yea the idea that you can't overwrite any functions is kinda incompatible with the whole concept behind GMod so it's interesting people hold that opinion. But if you didn't know why the animations break when you do the fancy shenanigans with using a "skeleton" model it's cause the playermodel's face data doesn't network so although you can parent a "display" model over a "skeleton" it's gonna default to neutral face and I think the eyes are always looking at the origin 0,0,0 of the map you may of known this if you played around with such things before but maybe it will help people understand why the skeleton system is very limited and should be used sparingly lol.
 
Raviool said:
can we do it so the eyes of a model look at the crotch of the nearest model so they know they crave the dick?

I haven't touched it in a while but I think another issue has to do with the way you parent the 2 models so the display model is also always being reset to basically bad data so to make it work you have to do what Tirimatsu did at one point and use 3 models rofl, body, animation, and normal head I believe but this is even messier then using 2 models.
 
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