Garry's Mod

Garry's Mod

nZombies - A Nazi Zombies Gamemode [Content Pack]
Uncle Lumbago 2016 年 11 月 30 日 下午 5:14
Custom Zombie Models
You should add a feature where you can change the original zombie models to something else, like ragdolls you have or something

This would be great if you have like zombie ragdolls installed such as the MOTD ones or something.
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Uncle Lumbago 2016 年 11 月 30 日 下午 5:16 
If you do in fact add this feature, then you could have a McDonald's map with like 8,000,000 Ronald McDonalds chasing after you xD
Kavewoman 808 2016 年 11 月 30 日 下午 11:12 
do u mean like the mods in waw?
Zet0r  [开发者] 2016 年 12 月 1 日 上午 2:42 
It might be possible to use ragdolls, but doing so would require bonemerges which could potentially cause severe lag and strain. Imagine 30 ragdolls all being carried by players with physguns at the same time, on every single bone/joint. Because yes, if we were to use ragdolls (without animations), we'd have to constantly pose them as ragdolls to follow an invisible zombie model.

That is, unless EF_BONEMERGE works internally without re-posing bones all the time, or there's a way to set a model using another model for animations (without compiling a new .mdl)
最后由 Zet0r 编辑于; 2016 年 12 月 1 日 上午 2:44
Uncle Lumbago 2016 年 12 月 1 日 下午 4:54 
Yeah that would make sense, but I was thinking of using ragdoll models and not the Ragdolls itself
Zet0r  [开发者] 2016 年 12 月 2 日 上午 6:21 
Animations are baked into models. If you use a ragdoll it has no animations. They'd be T-stance all the time, just like the spawnpoint models.
Uncle Lumbago 2016 年 12 月 2 日 下午 4:21 
Oh... my dream is gone... R.I.P.
ToastyWaffel 2016 年 12 月 25 日 下午 8:56 
Couldn't using playermodels be any easier to modify the zombies to have custom models?
Zet0r  [开发者] 2016 年 12 月 26 日 下午 1:17 
Nope, not if we want Nazi Zombie animations - playermodels don't have those animations.
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