Garry's Mod

Garry's Mod

Wind Editor & Tree Sway Tools
33 Comments
V92  [author] 1 Apr @ 1:36pm 
@drsabot

I'll add a minimum to the slider so it's harder to do. It'll still be accessible via direct console command.
DrSabot 1 Apr @ 2:10am 
Slight warning: Setting the "Gust duration" to zero instantly and completely bricks the game
Stann 31 Aug, 2024 @ 8:27am 
it always annoyed me how broken the projected textures are with $treesway
V92  [author] 27 Jul, 2024 @ 6:55pm 
@undead

AFAIK there can only be one env_wind but I'm no expert. Probably just bad VMT settings on the trees themselves.
Undead Human Cannonball™ 27 Jul, 2024 @ 2:28pm 
I had to download this mod because the trees on one of my maps were swaying so much they were clipping into a house nearby, my guess is that there may be a bug that multiples the sway each time I load into the map, making it more erratic, that's just a guess btw because source spaghetti is a mystery to me
nasty rat 21 Nov, 2022 @ 1:32pm 
a funny but weird thing i noticed was along with episodic trees, episodic tree stumps also move in the wind a bit like the trees. its not something i want to be fixed it is just something i noticed.
Jeos52 9 Nov, 2022 @ 6:43pm 
@V92
[Wind Editor & Tree Sway Tools] lua/entities/edit_wind.lua:189: attempt to call method 'SetKeyValue' (a nil value)
1. v - lua/entities/edit_wind.lua:189
2. CallProxies - lua/includes/extensions/entity.lua:308
3. unknown - lua/includes/extensions/entity.lua:327
4. RestoreNetworkVars - lua/includes/extensions/entity.lua:463
5. Load - lua/includes/modules/duplicator.lua:295
6. DoGeneric - lua/includes/modules/duplicator.lua:980
7. CreateEntityFromTable - lua/includes/modules/duplicator.lua:460
8. unknown - lua/includes/modules/duplicator.lua:753
9. ProtectedCall - [C]:-1
10. Paste - lua/includes/modules/duplicator.lua:753
11. unknown - lua/includes/gmsave.lua:66

I also should mention that im on the x64 chromium branch
V92  [author] 9 Nov, 2022 @ 6:24pm 
@jeos

I would need those errors if you expect me to have any idea how to fix it.

Vanilla saves are also hot garbage, so I wouldn't be surprised if that was just another reason not to use them.
Jeos52 9 Nov, 2022 @ 8:23am 
i get lua errors after loading a save, and the entity becomes a permanent prop, with the latest update
Seong Gi-hun 15 Jul, 2020 @ 7:26pm 
Ok
V92  [author] 15 Jul, 2020 @ 6:16pm 
@bonnie

Not currently planning on any others.
Seong Gi-hun 15 Jul, 2020 @ 2:39pm 
We got env_fog env_sun and env_sky (default editors) and env_gravity (from a mod) and env_wind (from this mod) what other editors do you plan to make
Seong Gi-hun 15 Jul, 2020 @ 2:38pm 
What other editors are you gonna make?
Seong Gi-hun 5 Jun, 2020 @ 6:42pm 
oh
V92  [author] 5 Jun, 2020 @ 6:29pm 
@bonnie

Not entirely either. Source 2 still uses overall pre-baked lighting.
Seong Gi-hun 5 Jun, 2020 @ 6:04pm 
due to the lack of source 1's limits, I bet its possible in source 2
V92  [author] 5 Jun, 2020 @ 5:30pm 
@bonnie

That's literally not possible, as the lighting is baked into the map when VRAD is run.
Seong Gi-hun 5 Jun, 2020 @ 12:12pm 
Like I know a good one,

a light_environment editor, basically you can edit the light_environment like you can edit its colors and sh*t and if you delete it, it will go back to how the map's light_environment was and if you set it to dark it flashlights would work and sh*t just a suggestion :)
Seong Gi-hun 5 Jun, 2020 @ 12:11pm 
can you add more hammer entity editors?
V92  [author] 3 Jun, 2019 @ 6:28pm 
@souper

It doesn't add an env_wind , but it can edit ones that already exist.

For cases where the map doesn't have one, the editor entity will throw a notice in the console about how the map lacks a wind entity. In cases like that, use the command I put in the description.
Souper 3 Jun, 2019 @ 5:12pm 
I'm guessing this also works with TF2 materials (such as trees) that already have this feature enabled?
V92  [author] 23 Mar, 2019 @ 7:31am 
@wolf

Description.
Wolƒe Strider 23 Mar, 2019 @ 6:48am 
When will the editor be able to create an env_wind?
V92  [author] 14 Dec, 2018 @ 2:33am 
@shot

You'll need the map to have an env_wind entity first. That command in the description will add one. Next, the relevant .VMT files will need the $TreeSway settings.
shoter 13 Dec, 2018 @ 10:19pm 
Does it work, or how to make it work with custom tree prop models?
Jeos52 29 Oct, 2018 @ 8:19am 
Thx for this!
Some plants in my game started behaving like jelly a couple of weeks ago and i couldnt figure out what i did wrong
Kel 20 Oct, 2018 @ 1:09pm 
yessss, ive been waiting since june for this update to finally be released
V92  [author] 20 Oct, 2018 @ 10:30am 
@mark

It's a mix of the .VMT settings and env_wind settings themselves. If you want them to be the same in theory, you'll need to get the wind settings from L4D.

Does give me an idea, I should add a preset option to the editor for a few Valve maps like EP2 and L4D2 map settings, like EP2's subtle sway or Hard Rain's insanity.
ŸouŋgPũrpleĎragōnŚtarlŏk 20 Oct, 2018 @ 7:47am 
Wow... Just...wow! Cool!
MARK2580 20 Oct, 2018 @ 7:02am 
It seems that at the moment the shader works very poorly, not like in l4d2 or csgo, the old trees from l4d2 look especially scary. :steamsad:
V92  [author] 19 Oct, 2018 @ 7:16pm 
Added a WiP Wind Editor. Right now, it can only edit a pre-existing env_wind, so if your map doesn't have one, throw one into it with that console command.
V92  [author] 19 Oct, 2018 @ 6:39pm 
Added files to support GM_Fork's unique tree clusters. If you have Fork, or a map using those trees, be aware.
Chen Buyi 19 Oct, 2018 @ 5:04pm 
awesome