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> Any chance we could get more Zeno Clash Props / Models in Garry's Mod?, I would really like to be able to use some of the props...
Insani
post Jan 12 2010, 03:10 AM
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Zeno Clash has some cool props, and it would be fun to be able to use them in Garry's Mod.

Also, how about more character ragdolls, like the Teapot man in the Bar?
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Carlos Bordeu
post Jan 12 2010, 08:22 AM
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I don't think we will update the ZC pack for GMod. However, for those who do want more content, this thread shows how to convert regular ZC models so they can be used in Source (and probably GMod). I haven't tested this anyways...
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DemonicLemon
post Jan 12 2010, 08:03 PM
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QUOTE (Carlos Bordeu @ Jan 12 2010, 09:22 AM) *
I don't think we will update the ZC pack for GMod. However, for those who do want more content, this thread shows how to convert regular ZC models so they can be used in Source (and probably GMod). I haven't tested this anyways...


Think maybe ZC's coder can throw together an .exe so it converts the models for us? I remember some guy made something like that for l4d1.
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Carlos Bordeu
post Jan 12 2010, 09:27 PM
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QUOTE (DemonicLemon @ Jan 12 2010, 09:03 PM) *
Think maybe ZC's coder can throw together an .exe so it converts the models for us? I remember some guy made something like that for l4d1.


Uf. ZC Coders are flooded with work. Sorry!
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DemonicLemon
post Jan 12 2010, 09:58 PM
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QUOTE (Carlos Bordeu @ Jan 12 2010, 09:27 PM) *
Uf. ZC Coders are flooded with work. Sorry!


Aww...

Anyway, when converting the character models, did you re-rig them to a new skeleton or did you just change some bit of code here and there to work with gmod? Because if it is the former, then I guess I'm out of luck for anything without a ragdoll.
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Carlos Bordeu
post Jan 13 2010, 09:22 PM
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QUOTE (DemonicLemon @ Jan 12 2010, 10:58 PM) *
Aww...

Anyway, when converting the character models, did you re-rig them to a new skeleton or did you just change some bit of code here and there to work with gmod? Because if it is the former, then I guess I'm out of luck for anything without a ragdoll.


I actually don't know... I've only seen that thread, but never investigated if it works. My guess is that the models with rig and everything should be ok... but that's just a guess.
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MegamanSora
post Aug 13 2010, 05:41 PM
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I'm just wondering:


Is it just models of things, or do we actually get NPCs/Weapons?
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tschumann
post Aug 13 2010, 08:14 PM
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Only models. I remember someone made some SENTs though.
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Guest_Kogitsune_*
post Sep 12 2010, 08:25 PM
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After messing around with them this weekend, I've noticed a quite a few models have some "malformed" sequences in them, that you can see if you open them in the model viewer.

For example, the crab. ACT_RUN and ACT_WALK are somewhat bugged. With the walk animation, the speed ( I think it's the x axis movement? ) drops from the 16.33 to 0. This, in garrysmod, causes the sequence to stop playing ( and not loop properly ). The run animation suffers from the same issue, except earlier in the sequence around frame 54.

I was able to somewhat work around it by resetting the cycle, but that only results in the jerky movement animation towards the end of the video instead of sliding.

You can get a look at the behavior here: http://www.youtube.com/watch?v=dzbs-ZPMRog

Seems to occur on the walking animations for both shadow models as well.

This doesn't apply to all models ( such as squirrel and squirrelbomb: http://www.youtube.com/watch?v=T4fylbwBe1s ), but it is an issue to do anything more than pose with them sad.gif.
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Carlos Bordeu
post Sep 13 2010, 09:25 AM
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QUOTE (Kogitsune @ Sep 12 2010, 08:25 PM) *
After messing around with them this weekend, I've noticed a quite a few models have some "malformed" sequences in them, that you can see if you open them in the model viewer.


Have you seen this video?

Does this problem happen to the characters of this video for you too?
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Guest_Kogitsune_*
post Sep 13 2010, 04:06 PM
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QUOTE (Carlos Bordeu @ Sep 13 2010, 09:25 AM) *
Have you seen this video?

Does this problem happen to the characters of this video for you too?


I haven't looked at those models yet, so I don't know. For all I am aware of, the recent engine change is to blame and not the models.
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Carlos Bordeu
post Sep 13 2010, 05:21 PM
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QUOTE (Kogitsune @ Sep 13 2010, 04:06 PM) *
I haven't looked at those models yet, so I don't know. For all I am aware of, the recent engine change is to blame and not the models.


If it was working before and now with an engine change it broke, this is something that I suppose will have to come from a gmod update.
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