Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Care to explain wtf that is? I would also like to know how to get this mod working as well.
Then look in scripts from the actual mod. If there is a game_sounds_manifest.txt in the actual mod, look at it and copy the missing .txt it lists (For Uncertainty Principle, the up_game_sounds.txt, or for the Strider Mountain mod, the npc_sounds_strider_mountain.txt for examples), txts cannot go into .gma files so they're left out in the conversion process, however, they are also important, as they contain the script that tells the game what sounds to play in the scenes/vcds. Paste it in the scripts folder of whatever folder you made for the mod in addons (along with whatever subdirectory itself may be in, but only with that file, don't want to overwrite anything GMod needs in its own scripts.), then extract the game_sounds_manifest.txt from GMod's garrysmod_dir.vpk script folder, paste it in the mod's folder, and whatever the mod's unique sound .txts are (Like in the examples above) copy their names and put them in the manifest: ("precache_file" (tab)(tab) "scripts/name_of_mod's _sound_script_here"). Doesn't matter where it goes, but would be good to // and make a new category, so it would be easier to sort them.
As for Citizens T-Posing, Gmod has its own npc models from HL2, which overwrite those found in the actual, mounted versions. Go into HL2's hl2_misc_dir.vpk, models folder, and extract/copy the humans folder from it. Paste it in the folder you made addons folder/models, and there you go. This is because animations in Source are held within the models themselves, and not applied externally like in every other game nowadays.
This may take a while, but I got many, seemingly busted sourcemod ports working flawlessly in GMod this way. Sometimes it isn't enough however. Some newer mods have only a .scene file without the source files that make up it included. And the only application in the entire internet which can extract those: VSIF2VCD, only works right with Portal 1's .scene. Using it on anything else leads to the .vcds resulting names being jumbled garbage. With some people's GMod load times and broken script flushing, could take weeks of trial-and-error & cross-referencing with one of Bolloxed's walkthrough which vcd is which to fix them.
Hope this helps.
Patrick.
its super easy to do though you just put it like one folder.