супер гравити ган для гаррис мод

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Fixed Super Gravity Gun SWEP

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Please read the description.

NOTICE: The August 2020 update for Garry’s Mod has added the Super Gravity Gun back, which uses the physcannon_mega_enabled cvar.
There’s a few more features available in this mod’s weapon than in vanilla, but it is up to you if you want to use this mod.

This mod does not modify the vanilla Super Gravity Gun already in the game. Instead, it has optional functionality to disable and replace it with the recreated SWEP as it is.

This is a fixed and updated version of this addon which in turn, is a fix of an old addon from the garrysmods.org website.

Now with no more food-hurling glow errors!

This is the Super Gravity Gun, otherwise known as Dark-Energy Field Manipulator, from the final levels of Half-Life 2.

Primary: Punt objects in front or held by you.
Secondary: Pick up objects. Can be held down.

(Any bugs/problems must be reported in the Report Problems-n-Bugs discussion below. Again, this SWEP is not a perfect recreation.)

If the SCGG acts all weird or weapons keep dissolving, you need to set the weapon’s state to 1 by either:
1. Setting ‘Weapon Status’ to 1 in the Utilities > Half-Life 2 > Info / Settings menu.
2. Setting scgg_enabled to 1 in the console.

Toggle no glowing sprites and similar from the SWEP.

Toggle whether the weapon should affect other players.

Related to the vanilla SCGG:

Toggle whether the vanilla Super Gravity Gun should be used.

Set the effect style to emulate from a game. Third-person is not affected.
0 = Half-Life 2. 1 = Half-Life 2 Survivor.

You can find a github version of this here, [github.com] in case subscription doesn’t work.
However I tend to prioritize the workshop version more than github, so expect to download an outdated version in the link.

— This gun is a bit buggy in multiplayer. It’ll fire like a minigun for a second or two when punting.

To easily change the SCGG viewmodel to the vanilla physgun.
Copy-paste this into the developer console:
cl_scgg_viewmodel models/weapons/c_superphyscannon.mdl
If you want to go back to the addon’s normal model:
cl_scgg_viewmodel models/weapons/shadowysn/c_superphyscannon.mdl

To get the model paths.
Right-click on a prop in the Spawnlists tab, not on Weapons. Then, click on ‘Copy to clipboard’. The prop should preferably be a viewmodel, otherwise strange things can happen.

If you want other different viewmodels that aren’t reskins of the physgun.
There’s an Addons folder in Browse, located just below the Builder section, or Your Spawnlists folder if you’ve got the spawnlists closed.
Open the Addons folder and then choose a directory that has the same name as the addon you want.
Copy the viewmodel’s path to clipboard by using the method described in To get the model paths.

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Fixed Super Gravity Gun SWEP

супер гравити ган для гаррис мод. ico dialogue close. супер гравити ган для гаррис мод фото. супер гравити ган для гаррис мод-ico dialogue close. картинка супер гравити ган для гаррис мод. картинка ico dialogue close. Please read the description.

Please read the description.

NOTICE: The August 2020 update for Garry’s Mod has added the Super Gravity Gun back, which uses the physcannon_mega_enabled cvar.
There’s a few more features available in this mod’s weapon than in vanilla, but it is up to you if you want to use this mod.

This mod does not modify the vanilla Super Gravity Gun already in the game. Instead, it has optional functionality to disable and replace it with the recreated SWEP as it is.

This is a fixed and updated version of this addon which in turn, is a fix of an old addon from the garrysmods.org website.

Now with no more food-hurling glow errors!

This is the Super Gravity Gun, otherwise known as Dark-Energy Field Manipulator, from the final levels of Half-Life 2.

Primary: Punt objects in front or held by you.
Secondary: Pick up objects. Can be held down.

(Any bugs/problems must be reported in the Report Problems-n-Bugs discussion below. Again, this SWEP is not a perfect recreation.)

If the SCGG acts all weird or weapons keep dissolving, you need to set the weapon’s state to 1 by either:
1. Setting ‘Weapon Status’ to 1 in the Utilities > Half-Life 2 > Info / Settings menu.
2. Setting scgg_enabled to 1 in the console.

Toggle no glowing sprites and similar from the SWEP.

Toggle whether the weapon should affect other players.

Related to the vanilla SCGG:

Toggle whether the vanilla Super Gravity Gun should be used.

Set the effect style to emulate from a game. Third-person is not affected.
0 = Half-Life 2. 1 = Half-Life 2 Survivor.

You can find a github version of this here, [github.com] in case subscription doesn’t work.
However I tend to prioritize the workshop version more than github, so expect to download an outdated version in the link.

— This gun is a bit buggy in multiplayer. It’ll fire like a minigun for a second or two when punting.

To easily change the SCGG viewmodel to the vanilla physgun.
Copy-paste this into the developer console:
cl_scgg_viewmodel models/weapons/c_superphyscannon.mdl
If you want to go back to the addon’s normal model:
cl_scgg_viewmodel models/weapons/shadowysn/c_superphyscannon.mdl

To get the model paths.
Right-click on a prop in the Spawnlists tab, not on Weapons. Then, click on ‘Copy to clipboard’. The prop should preferably be a viewmodel, otherwise strange things can happen.

If you want other different viewmodels that aren’t reskins of the physgun.
There’s an Addons folder in Browse, located just below the Builder section, or Your Spawnlists folder if you’ve got the spawnlists closed.
Open the Addons folder and then choose a directory that has the same name as the addon you want.
Copy the viewmodel’s path to clipboard by using the method described in To get the model paths.

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Gravity/Physgun Remaster

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-Substantially reduced normalmap aliasing
-Lowered memory a little

Golly I sure do love animating everything multiple times.
Especially when the physgun will just ignore them. I’m still not sure how the animations for that actually work because it sure as hell is not using mine.

Try to have a gpu newer than 2007 please.

The Zero Point Energy Field Manipulator. A complete remodel to the best of my ability of Half Life’s most iconic weapon next to the crowbar.
Modeled, textured, and mangled until it worked in every engine branch over the course of 114 days.

Partially because I wanted at least one recreation of this gun to look pretty. Partially to prove a point.

Originally authored for physically based rendering. Converted to the most recent format of pseudo-pbr in Source.

A heavy alteration of it’s hl2 counterpart to be made compatible with the different viewmodel system. Also is set up to allow for player weapon tinting like the vanilla.
Chews up more memory than the default of course even with compression. Garrysmod is 32 bit. Can only load so much in memory. I don’t know what you’ll have loaded at a time but try and keep in mind this will reduce your limit.

This model relies a lot on map lighting entities. I have no idea what map you’re going to be on so there isn’t much I can do about that.

Known issues:
-Refract does not operate properly on playerbound worldmodels for no reason. Works fine on props so what the hell.
Haven’t been able to solve it. Gave up.

-Gravgun is invisible when mod is disabled. Actually a problem with garrysmod but you’ll encounter it here. Fully uninstall the submission and then close the game to flush memory. The default will return then.

-Low texture res. This one should be obvious. If your pc is not strong enough to display it at a higher res it will not display at a higher res. This isn’t made for lower end pc.

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