Garry's Mod

Garry's Mod

Primitive
 This topic has been pinned, so it's probably important
shadowscion  [developer] 28 Jul, 2022 @ 5:40am
Compatible Tools


Garry's Mod (Working):
  • Saves
  • Duplicator
  • All Constraints
  • Physical Properties (but buoyancy has no effect)
  • Material
  • Color
  • Trails

Third-Party (Working):
  • AdvDupe2
  • Weight
  • MultiParent
  • PermaProps
  • Prop2Mesh
  • Proper Clipping
  • Precision Alignment

Third-Party (Working, but custom overrides):
  • Smart Weld
  • Stacker
  • Improved Stacker

User-Tested (Working):
  • Fading Door
  • Smart Snap (check 'all entities' box)
  • Optiweld



User-Tested (NOT Working):
  • Decals (Painter, Bullet holes, etc)... unfixable as far as I know
  • Buoyancy
  • Gravity Hull Designator
  • Shadow Remover



Intentionally Disabled:
These tools generally scale and manipulate VPHYSICS, not custom physics. To prevent any schenanigans I have opted to block them from working on primitives.
  • Makespherical
  • Resizer
  • Polyweld
  • Forge
  • Collision Resizer
Last edited by shadowscion; 14 Aug, 2022 @ 7:33am
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Showing 1-15 of 20 comments
Bamsy 28 Jul, 2022 @ 8:55am 
so far, smart weld doesn't think they are a selectable prop, and smart snap doesn't work, fading door works, optiweld works, makespherical doesn't work, shadow remover doesn't.
shadowscion  [developer] 28 Jul, 2022 @ 9:49am 
Originally posted by Bamsy:
so far, smart weld doesn't think they are a selectable prop, and smart snap doesn't work, fading door works, optiweld works, makespherical doesn't work, shadow remover doesn't.

I blocked makespherical and a few other physics related tools from interacting with primitives.

As for being unselectable, I'm not sure what I can do about that, as it's likely hard-coded on a per tool basis as some kind of class filter.
Formal Lizard 28 Jul, 2022 @ 7:38pm 
Originally posted by Bamsy:
so far, smart weld doesn't think they are a selectable prop, and smart snap doesn't work, fading door works, optiweld works, makespherical doesn't work, shadow remover doesn't.

Hey for smartsnap turn on Enable for all entities.
Last edited by Formal Lizard; 28 Jul, 2022 @ 7:39pm
Formal Lizard 28 Jul, 2022 @ 7:44pm 
It doesn't work with localized physics, and I really wanna use localized physics with this.
shadowscion  [developer] 29 Jul, 2022 @ 4:41am 
Originally posted by Formal Lizard:
It doesn't work with localized physics, and I really wanna use localized physics with this.

Is that Gravity Hull Designator? That thing is still around?

One thing I could do for tools that don't work with this, and are unlikely to be updated, is what I did for prop2mesh, manually coded overrides.
Last edited by shadowscion; 29 Jul, 2022 @ 4:41am
Formal Lizard 29 Jul, 2022 @ 10:50am 
Indeed, it’s gravity hull designator. I wanna build nice looking submarines with this.
shadowscion  [developer] 29 Jul, 2022 @ 11:05am 
Is there an updated version or is the one from 2014 what people use
Formal Lizard 29 Jul, 2022 @ 4:46pm 
Originally posted by shadowscion:
Is there an updated version or is the one from 2014 what people use
I don’t think there’s an updated version, unless you got the dates right and the 2015 post was an updated version. Oh well I’m probably in the minority of users using your addon, considering gravity hull doesn’t get updates anymore.
shadowscion  [developer] 29 Jul, 2022 @ 5:02pm 
I looked through the code and about puked so, idunno lol
[EmP] DEF 11 Aug, 2022 @ 11:23am 
Not sure if this goes here, but it *sort of* works with ACF3 as armor. If you spawn in a vehicle using primitives for the armor, the weight isn't correct until all of the primitives have been interacted with. You can get around this by using (in wiremod Expression 2) Entity:acfPropArmor() on all of the primitives after your contraption finishes pasting.
shadowscion  [developer] 11 Aug, 2022 @ 1:00pm 
Originally posted by EmP DEF:
Not sure if this goes here, but it *sort of* works with ACF3 as armor. If you spawn in a vehicle using primitives for the armor, the weight isn't correct until all of the primitives have been interacted with. You can get around this by using (in wiremod Expression 2) Entity:acfPropArmor() on all of the primitives after your contraption finishes pasting.

i think the devs are working on something with that themselves so i'll leave that alone for now
Malather 13 Aug, 2022 @ 8:11pm 
Loving Primitive so much, would be so suuper amazing if it were made compatible with smart weld.
shadowscion  [developer] 14 Aug, 2022 @ 7:31am 
Originally posted by Malather:
Loving Primitive so much, would be so suuper amazing if it were made compatible with smart weld.

Alright, I made a detour system for tools like this.

so far these tools have been added with some level of support
-smartweld
-stacker
-improved stacker
Bamsy 12 Jan, 2023 @ 2:48pm 
looks like fin tool 2 refuses to add, not sure if intentionally disabled or just isn't compatable. would be great if just for the airfoil, cause uh yeah lol
shadowscion  [developer] 12 Jan, 2023 @ 3:52pm 
any disabling is done by however a tool filters entities you can click on

if something doesn't work I have to write a detour for it, fin tool just didn't cross my mind at the time
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