Garry's Mod

Garry's Mod

gWeather
Neosun 2 Sep, 2024 @ 5:58pm
How would one go about making new weather effects?
I've extracted the addon via gmpublisher and I'm going through here just trying to get an understanding of your file structure. I'm interested in dabbling in custom weather. If they're any good, I might upload them. Just right now I'm trying to find what I need in order to get the weather effect to even appear in the gWeather menu so then I can test it.

Thanks :)
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Showing 1-15 of 15 comments
Neosun 2 Sep, 2024 @ 6:18pm 
So I figured it out, the way you have to go about it doesn't seem very friendly to thirdparty content. Is there a way to load in new content without having to modify lua/gweather/menu/menu.lua? I would hate to have to reupload the entire addon just for a couple of new things.
Jimmywells  [developer] 2 Sep, 2024 @ 6:51pm 
I'm currently working on a way to have this supported by default
Neosun 2 Sep, 2024 @ 6:54pm 
Wonderful. For now, I'm experimenting by kitbashing things together and making my own assets. Can't wait to make something cool with this!

https://steamhost.cn/steamcommunity_com/id/NeosunST/screenshot/2390935860988940528/
Jimmywells  [developer] 2 Sep, 2024 @ 8:09pm 
Awesome! I think I have a system that works now.

About the base:
  • Entity class must start with "gw_t#" for it to work properly with the base (Ex. gw_t1_sunny)
  • Entity should be under the "gw_base" baseclass (you can just copy one of the existing weather entities to build on)

The code below goes in a lua/autorun file to mount the extra weather type
if gWeatherInstalled then -- check if the addon is installed local function AddgW(name,class,category,adminonly,off) -- easy function to add to list list.Set( "gWeather_Weather", class, {Name = name,Class = class,Category = category,AdminOnly =(adminonly or false)} ) end AddgW(name_here,class_here,category_here,adminonly_here) -- add to gweather spawnlist -- Example: AddgW("Derecho","gw_t4_derecho","Tier 4",false) end

After that, it should work. You might have to look around to understand what some functions do, but I can help if you need any clarification.
Neosun 2 Sep, 2024 @ 10:17pm 
I'll have to check this out tomorrow as it's getting pretty late over here!

Pretty excited to update everything to work with this system. If I have any questions, I'll let you know.
Seong Gi-hun 11 Sep, 2024 @ 2:04pm 
I might just make a Category 6 and 7 Hurricane with this lol
Neosun 11 Sep, 2024 @ 4:21pm 
I've got *two* issues going on right now.

1. I'm having issues getting my sound to loop. I see you're using .WAV files and I can only assume you used Wavosaur to set loop points on them. I tried this but the problem that I've run into is that it just eviscerates my performance. So far the only solution has been to use an .OGG file instead but that comes with the problem of not being able to loop.

2. This is me being lazy by not wanting to crack open the Source Engine Particle Editor to simply hueshift the light rain particles to a bloodish red and maybe reduce the spray clouds a little, but if you'd be willing to throw a homie a bone he might cook with that, hint hint nudge nudge 😉
Neosun 11 Sep, 2024 @ 4:23pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3329490475

another pretty screenshot since some people liked the first one.
Neosun 11 Sep, 2024 @ 4:26pm 
A flavor thing I'd like to do is render the moon *over* the clouds but I haven't found a way to do that without completely screwing up how the map renders. It's worth mentioning I'm taking the things you've made and kitbashing them together. I'm familiar enough with gLua to understand what I'm reading but I'd be stumped if I was told to actually write something of my own.
Username 2 Nov, 2024 @ 9:11pm 
how to make a disaster
Username 2 Nov, 2024 @ 9:12pm 
or how to make weather i dont know how to make stuff
Neosun 2 Nov, 2024 @ 11:45pm 
Originally posted by White Star Lines:
how to make a disaster
Not gonna lie, the outdated version I've got on hand is fairly difficult to navigate and it's a lot of feeling around in the dark to get anywhere. This code was clearly not meant for other people to crack into and read. I should probably update and get moving on properly updating my blood moon.
Jduke 17 Nov, 2024 @ 11:16am 
Originally posted by Jimmywells:
Awesome! I think I have a system that works now.

About the base:
  • Entity class must start with "gw_t#" for it to work properly with the base (Ex. gw_t1_sunny)
  • Entity should be under the "gw_base" baseclass (you can just copy one of the existing weather entities to build on)

The code below goes in a lua/autorun file to mount the extra weather type
if gWeatherInstalled then -- check if the addon is installed local function AddgW(name,class,category,adminonly,off) -- easy function to add to list list.Set( "gWeather_Weather", class, {Name = name,Class = class,Category = category,AdminOnly =(adminonly or false)} ) end AddgW(name_here,class_here,category_here,adminonly_here) -- add to gweather spawnlist -- Example: AddgW("Derecho","gw_t4_derecho","Tier 4",false) end

After that, it should work. You might have to look around to understand what some functions do, but I can help if you need any clarification.


Has the mod been put on a hiatus at the moment?
I wonder if theres been any updates regarding this
ItsKarol 31 May @ 4:25pm 
A question will there be way more added? im greedy idc i love this addon so much!
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