Garry's Mod

Garry's Mod

[E2] Mesh Core
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Update: 26 Mar, 2017 @ 8:16am

Small Patch here:

* Online materials now support alpha.
* Online material loading is now queued, should avoid some issues.
* Added smoothing for online materials (forced on for now, using anisotropic)
* The flashlight effect now works on meshes.
* Fixed a problem with UVs.
* Small improvements regarding the mesh_anchor entity.

Update: 23 Mar, 2017 @ 9:08am

Couple of polishing changes:

+ Meshes now support multiple textures ¹
+ Added meshSetExtraMTL to reference an additional ² mtl file
+ Added meshcore_cache_clearmeshes to clear cached (parsed) meshes

* meshSetURLTexture() has been removed, it is merged with meshSetMaterial()


¹ There is currently a hard limit of 10 textures per mesh, they HAVE to be referenced in a mtl file, see (²)

² MTL files are now loaded automatically using the 'mtllib' command in the OBJ file, there can be multiple.
Currently, the MTL parser will only use the 'map_Kd' command and associate it with the previous 'newmtl' command, the texture can be either a URL or a material path from the game (ie. models/props_lab/servers_sheet).


Additional note: the new 'Multi Mesh() Structure' I use can support multiple objects in the same OBJ file, If this shows potential, I will add E2 functions to make them move independently from eachother. (maybe)

Update: 19 Mar, 2017 @ 10:44am

Small changes:

* Mesh was not rotated properly, it now is.
* Added formatting support for Dropbox links.

Update: 19 Mar, 2017 @ 8:22am

Rework Update:

* Rewrote the core OBJ loading. By the power of coroutines, it now parses the mesh on mutliple frames. (=less client lag when loading)
* Rewrote the URLMaterial loading, it actually works now, wow.

- Removed a couple of functions untill I reimplement them.

+ Added 'meshcore_maxmesh', maximum number of meshes per E2, defaults to 10.

Update: 18 Jun, 2015 @ 6:03am

Derped last one.

Update: 14 Jun, 2015 @ 12:01pm

Fixed UV mapping (again).

Update: 7 Apr, 2015 @ 11:36am

Fixed a 'print' placed in a really bad spot.
Fixed an error which disabled meshs without texture vertices.
Tested partial UV mapping "working".

Update: 13 Mar, 2015 @ 3:57pm

Another attempt at fixing the UVs...

I am for some reason no longer able to dynamicaly modify the addon and test it at the same time so this is necessary.

Update: 22 Feb, 2015 @ 8:11am

Attempt to fix UV mapping from downloaded .obj files.

Update: 18 Feb, 2015 @ 2:02pm

Attempt to fix a reported shadow glitch (Huge shadows would cover parts of the map sometimes). Haven't experienced them so I can't tell if it's actually fixed or not.