Garry's Mod

Garry's Mod

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Waffle-Man Apr 16, 2017 @ 6:46am
How do I make a gmod addon.
i have no idea how to make one, plx help
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coolman552 (Banned) Apr 16, 2017 @ 6:55am 
Dont
Waffle-Man Apr 16, 2017 @ 7:13am 
why

Waffle-Man Apr 16, 2017 @ 7:35am 
how does this help

fidget Apr 16, 2017 @ 8:52am 
Which sort of addon?
pingu7867 Apr 16, 2017 @ 9:53am 
There are a few types of addons.

If you make a map, learn mapping in Hammer Editor. It might take a while to fill it with enough detail. A proper map should have breadth and depth for it to be good. I don't blame you if you don't have enough expertise to do both of these, but I say in advance that you shouldn't rush a trash map if you can make it NOT TRASH by working on it longer. That's how life works. To be self-respecting, you have to show professionnalism. One of the ways you do this is by presenting only finished products at the best you can manage. You can still make them even better in the future, but polishing something is different from finishing it. I can tell when a map is sloppy and unfinished.

If you make a model, learn 3D modelling. You need patience and broad expertise here, too. Modelling isn't just OH I WANT THIS OBJECT, AND IT APPEARS. You have to manipulate the vertices, edges and faces properly to form a good mesh. But it doesn't stop here. You must also texture it. This is one of the most important steps because if the textures are off, the model is kind of ruined. Don't give up, though. There's a good demand for certain models. It's always good to have new modelers.

If you want to make a game-altering addon (one that does interesting things), learn programming in, I believe, Lua, and, I think, examine its libraries for gmod. For this to work you need to learn how the Source Engine works, the inner workings of gmod, and some more stuff, make some research and learn, NEVER STOP LEARNING.

Disclaimer : I MIGHT help you if you need some help in some of these since I have some background on Hammer, Blender (less), and Java (not sure how much I can adapt my knowledge in general programming from java to lua, but I can try to help)

BUT I DO NOT SUPPORT IF YOU MAKE TRASH LIKE THE SOUND GUNS.

MAKE A REAL ADDON, AND MAKE ONE THAT HASN'T BEEN MADE BEFORE.

NO CHARACTER MODEL DUPLICATES, WE HAVE HUNDREDS OF SANS, THOUSANDS OF OCs FROM THE VOCALOID MODEL BASE THING, WE ALREADY HAVE TOO MANY OF THESE.

I can't believe I still have to tell people to not make trash. The workshop is already filled with a lot of trash. WE DO NOT NEED MORE. WE DO NOT WANT MORE.
Waffle-Man Apr 16, 2017 @ 5:46pm 
what program do i use if i what to mak a weapon

pingu7867 Apr 16, 2017 @ 6:52pm 
Originally posted by Grimreaper:
what program do i use if i what to mak a weapon

Depends. You'll need to code weapon behaviours either way. If you don't need a model, just code. Most programming languages are text-based. IDEs (Integrated Developer Environments) like Eclipse are just glorified text editors. Not that you'd be most efficient with only notepad. Only an experienced programmer knows their languages enough to be able to write a complete code without guidance. Many IDEs feature a compiler and an interpreter to test your code and overall make it compatible with what program you'll be using it in. As far as lua's concerned, notepad++ should do the trick.

If you need a new model, one way to make it is by using some 3D modelling software like Blender, not forgetting potential animatable movable parts if you aim for higher quality, and if you need texturing, get some image manipulation program like GIMP or paint.net DON'T FOLLOW THE LINK. THE PAINT.NET PROGRAM IS ANOTHER THING THAN THIS GHETTO-ASS SITE. The proper paint.net is at https://www.getpaint.net/.

But, I cannot teach you these fields of expertise myself. You'll have to DO YOUR OWN RESEARCH, watch tutorials, plan things to be more organized and have more chances of finishing your product. I cannot do that for you. Find some material teaching some general computer science concepts like variables, methods, etc because a good base of the domain of expertise to stand on is a crucial part of any endeavour. Then look for the coding part of the gmod modding community and see them, not me. Look for Blender general and modelling tutorials, not ask everything from me. An overwhelmingly important part of working on any project is autonomy. I cannot stress that enough.

Also, learn this : It takes time. If you come here with the attitude of not being persistent enough to finish your project if it would take X amount of time, then don't bother initiating any project until you change your approach.

As far as I can do is to point you towards some tutorial series. I'll immediately make the distinction concerning what I'll be willing to help you with. I'll help if there's something you don't understand, but only if you tried and failed to do a quick google search and after a few minutes what you try to understand is still out of your reach. I won't help you if your question is so quick to answer with a quick google search.

Lua in gmod : https://wiki.garrysmod.com/page/Beginner_Tutorial_Intro
Blender : https://www.youtube.com/watch?v=LLV7h-WLIx0

Also, I think I already disclaimed, but my expertise is only at a theoretical and conceptual level on computer science and 3D modelling. I don't code lua for gmod, and I haven't found the time to make a proper project in Blender. As such, the questions and requests I can answer are not specific and deep. I can only provide clarifications on some concepts and do basic help. For advanced issues, you're the one who figures out the solution. One of the ways to do that is to keep learning more and more advanced topics.

As you can see, all this stuff isn't to be taken lightly.
Last edited by pingu7867; Apr 16, 2017 @ 6:54pm
DayDay Jun 27, 2019 @ 4:24pm 
Originally posted by pingu7867:
There are a few types of addons.

If you make a map, learn mapping in Hammer Editor. It might take a while to fill it with enough detail. A proper map should have breadth and depth for it to be good. I don't blame you if you don't have enough expertise to do both of these, but I say in advance that you shouldn't rush a trash map if you can make it NOT TRASH by working on it longer. That's how life works. To be self-respecting, you have to show professionnalism. One of the ways you do this is by presenting only finished products at the best you can manage. You can still make them even better in the future, but polishing something is different from finishing it. I can tell when a map is sloppy and unfinished.

If you make a model, learn 3D modelling. You need patience and broad expertise here, too. Modelling isn't just OH I WANT THIS OBJECT, AND IT APPEARS. You have to manipulate the vertices, edges and faces properly to form a good mesh. But it doesn't stop here. You must also texture it. This is one of the most important steps because if the textures are off, the model is kind of ruined. Don't give up, though. There's a good demand for certain models. It's always good to have new modelers.

If you want to make a game-altering addon (one that does interesting things), learn programming in, I believe, Lua, and, I think, examine its libraries for gmod. For this to work you need to learn how the Source Engine works, the inner workings of gmod, and some more stuff, make some research and learn, NEVER STOP LEARNING.

Disclaimer : I MIGHT help you if you need some help in some of these since I have some background on Hammer, Blender (less), and Java (not sure how much I can adapt my knowledge in general programming from java to lua, but I can try to help)

BUT I DO NOT SUPPORT IF YOU MAKE TRASH LIKE THE SOUND GUNS.

MAKE A REAL ADDON, AND MAKE ONE THAT HASN'T BEEN MADE BEFORE.

NO CHARACTER MODEL DUPLICATES, WE HAVE HUNDREDS OF SANS, THOUSANDS OF OCs FROM THE VOCALOID MODEL BASE THING, WE ALREADY HAVE TOO MANY OF THESE.

I can't believe I still have to tell people to not make trash. The workshop is already filled with a lot of trash. WE DO NOT NEED MORE. WE DO NOT WANT MORE.
But how do make a NPC Addon like NPCs like Alyx fighting Zombies on trigger?
Shade_Draye Jul 23, 2019 @ 3:49pm 
I have a model file all set and ready but I have no clue on what to do with it keep in mind it is a rar file and I wish it to be a player model
Last edited by Shade_Draye; Jul 23, 2019 @ 3:49pm
andreweathan Jul 25, 2019 @ 7:34am 
You'd need to rig the model bones to make it usable by gmod as a playermodel.
No idea how to do so though
Lime Cat Sep 21, 2019 @ 9:00am 
Originally posted by pingu7867:
Originally posted by Grimreaper:
what program do i use if i what to mak a weapon

Depends. You'll need to code weapon behaviours either way. If you don't need a model, just code. Most programming languages are text-based. IDEs (Integrated Developer Environments) like Eclipse are just glorified text editors. Not that you'd be most efficient with only notepad. Only an experienced programmer knows their languages enough to be able to write a complete code without guidance. Many IDEs feature a compiler and an interpreter to test your code and overall make it compatible with what program you'll be using it in. As far as lua's concerned, notepad++ should do the trick.

If you need a new model, one way to make it is by using some 3D modelling software like Blender, not forgetting potential animatable movable parts if you aim for higher quality, and if you need texturing, get some image manipulation program like GIMP or paint.net DON'T FOLLOW THE LINK. THE PAINT.NET PROGRAM IS ANOTHER THING THAN THIS GHETTO-ASS SITE. The proper paint.net is at https://www.getpaint.net/.

But, I cannot teach you these fields of expertise myself. You'll have to DO YOUR OWN RESEARCH, watch tutorials, plan things to be more organized and have more chances of finishing your product. I cannot do that for you. Find some material teaching some general computer science concepts like variables, methods, etc because a good base of the domain of expertise to stand on is a crucial part of any endeavour. Then look for the coding part of the gmod modding community and see them, not me. Look for Blender general and modelling tutorials, not ask everything from me. An overwhelmingly important part of working on any project is autonomy. I cannot stress that enough.

Also, learn this : It takes time. If you come here with the attitude of not being persistent enough to finish your project if it would take X amount of time, then don't bother initiating any project until you change your approach.

As far as I can do is to point you towards some tutorial series. I'll immediately make the distinction concerning what I'll be willing to help you with. I'll help if there's something you don't understand, but only if you tried and failed to do a quick google search and after a few minutes what you try to understand is still out of your reach. I won't help you if your question is so quick to answer with a quick google search.

Lua in gmod : https://wiki.garrysmod.com/page/Beginner_Tutorial_Intro
Blender : https://www.youtube.com/watch?v=LLV7h-WLIx0

Also, I think I already disclaimed, but my expertise is only at a theoretical and conceptual level on computer science and 3D modelling. I don't code lua for gmod, and I haven't found the time to make a proper project in Blender. As such, the questions and requests I can answer are not specific and deep. I can only provide clarifications on some concepts and do basic help. For advanced issues, you're the one who figures out the solution. One of the ways to do that is to keep learning more and more advanced topics.

As you can see, all this stuff isn't to be taken lightly.


I am actually curious on what it would take to make an emplacement, you know, the guns with a base but you can hit the use key on, move them around with your mouse, and fire from.

Like the .50 caliber emplacement from Half Life 1 featured in On a rail, and surface tension.

Can you edit a pre-existing model, grab it straight from half life and call it a day, or would you have to re-build it into the source engine?
costin88boss Sep 21, 2020 @ 6:31am 
What resources/sites i need to learn Lua and modding?
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Date Posted: Apr 16, 2017 @ 6:46am
Posts: 12