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I do have one suggestion, though. Clicky released some of the textures used in the FNaTL 1 room models at some point in the past, and one of them is the red tiles texture - which can be seen in my map alongside modified versions to imitate the various other colors of tiles seen in the cameras (and the office), since those alternate colors were never released to my knowledge.
If you can, can you use official textures in the maps and potentially recreations of official textures?
Although that might not happen for a while yet since I'm redoing the models, the materials, and some of the textures in the SFM port to be less buggy, stupid, and redundant.
As for the ragdolls, unfortunately, the models are just too high poly for GMod. I tried my best, but stuff like LOD is incredibly broken (polygons are oddly stretched and distorted), the ragdolls don't work right (I can't remember the exact problem off the top of my head but I know they don't work), and there's countless other issues. And that's all with SFM's model compiler, because GMod's straight up didn't work at all with the models.
follow up question: when do we get ragdolls?
If you wish to advertise your addon, please do it elsewhere.
4. Once the ragdolls are finished, that's when the nextbots may or may not begin development. Though the ragdolls aren't required for the nextbots to work.
And that's it. SnowyMorpho might have different ideas for this, and if they do their ideas will automatically take priority over mine unless SnowyMorpho says otherwise.
I hit the character limit, so this had to be split up.
1. I port a select amount of models from the original Blender pack to SFM (the select models being the models SnowyMorpho tells me to port and not all of them).
2. Once the SFM port is finished, as in I port all of the models I have permission to port, that's when I'll start porting the models to GMod. Since the SFM port would be finished by that point, it'll be as easy as telling Crowbar to bulk compile each and every model using GMod's StudioMDL, which really isn't that hard. That of course assumes GMod's StudioMDL is willing to cooperate, which is...questionable.
No offense, but I would've preferred to talk to them about it instead of you. I wasn't sure how they would feel about someone who wasn't involved with the port at all making "plans" with the person who ported the models, and then talking to them before I could talk to them.
And yes, I was thinking about jumpscare animations as well. If the nextbots ever become a thing, then jumpscares are a must. They are FNaF animatronics after all.
Adding an overlay and the music box might be difficult if GMod doesn't want to cooperate, which it very likely won't. I don't even know where to start with the overlay thing, and actually getting the music to sound right (playing it, looping it, and then making it stop properly so it doesn't keep playing) will be a challenge.
Just the mind-numbing joys of trying to code in any somewhat decent item into GMod, regardless of what it is.
And if you want, assuming the nextbots get approved and SnowyMorpho is okay with it, you can write out the description. I'll be doing proofreading, though.
As for making Po blind, I can do that, but the only code I have for that is code that's not mine. I can make a whole pack of nextbots, but I just don't have code or animations that I have permission to use (I have code and animations, just not permission to use any of them).
Either way, please stop commenting about the port. Just forget about it and it'll be done before you know it. That goes for everyone, stop blowing up my comments and acting like children just because you want a few FNaTL models.
Starting now, any comments asking about the port or demanding me to finish the port will be deleted. All I ask is that you lot be mature and act like proper adults for once.
https://steamcommunity.com/sharedfiles/filedetails/?id=3366876005
I'm not accepting that friend request.