How do I get this, basically?
[img]http://uppix.net/5/1/e/7d6ed149aa1f8a156fdf837951d83.jpg[/img]
[QUOTE=amkoc;37277483]How do I get this, basically?
[img]http://uppix.net/5/1/e/7d6ed149aa1f8a156fdf837951d83.jpg[/img][/QUOTE]
Photoshop?
[QUOTE=brandonj4;37277689]Photoshop?[/QUOTE]
No, _Killburn [URL="http://www.facepunch.com/showthread.php?t=794887&p=19535140&viewfull=1#post19535140"]posted[/URL] that photo in WAYWO.
[QUOTE=zzaacckk;37277738]No, _Killburn [URL="http://www.facepunch.com/showthread.php?t=794887&p=19535140&viewfull=1#post19535140"]posted[/URL] that photo in WAYWO.[/QUOTE]
I was being sarcastic. Also, you would use the render library for this.
[highlight](User was banned for this post ("Not helpful" - Gran PC))[/highlight]
Sarcasm doesn't help OP. Nor does a reference to a library. If you can't supply the information he's looking for, you shouldn't make such awful posts.
I think this is related. I don't think it is possible to do a clip plane on the world though. Or a stencil test for that matter.
[url]http://facepunch.com/showthread.php?t=1202822[/url]
I can't believe garrysmod is able to do this type of stuff now. Wow
[URL="http://www.facepunch.com/member.php?u=43804"]Ralle105[/URL] made a really good [URL="http://www.facepunch.com/threads/878986"]tutorial[/URL] on stencils, you should check it out.
[QUOTE=zzaacckk;37278779][URL="http://www.facepunch.com/member.php?u=43804"]Ralle105[/URL] made a really good [URL="http://www.facepunch.com/threads/878986"]tutorial[/URL] on stencils, you should check it out.[/QUOTE]
I did, it's nice but it doesn't say much more than the wiki did.
I'm guessing this is related to the question you asked me in PM? I sat down and wrote you a template for the effect you asked me about.
You just need to fill in DrawOverlay() and DrawInterior() with whatever you want to draw.
[img_thumb]http://cloud.steampowered.com/ugc/596979049402475552/0038ED6187826B48F10C1756C3F69DEE73B6E457/[/img_thumb]
[code]function ENT:DrawMask( size )
local pos = self:GetPos();
local up = self:GetUp();
local right = self:GetRight();
local segments = 12;
render.SetColorMaterial();
mesh.Begin( MATERIAL_POLYGON, segments );
for i = 0, segments - 1 do
local rot = math.pi * 2 * ( i / segments );
local sin = math.sin( rot ) * size;
local cos = math.cos( rot ) * size;
mesh.Position( pos + ( up * sin ) + ( right * cos ) );
mesh.AdvanceVertex();
end
mesh.End();
end
function ENT:DrawInterior()
end
function ENT:DrawOverlay()
end
function ENT:Draw()
render.ClearStencil();
render.SetStencilEnable( true );
render.SetStencilCompareFunction( STENCIL_ALWAYS );
render.SetStencilPassOperation( STENCIL_REPLACE );
render.SetStencilFailOperation( STENCIL_KEEP );
render.SetStencilZFailOperation( STENCIL_KEEP );
render.SetStencilWriteMask( 1 );
render.SetStencilTestMask( 1 );
render.SetStencilReferenceValue( 1 );
self:DrawMask( 48 );
render.SetStencilCompareFunction( STENCIL_EQUAL );
-- clear the inside of our mask so we have a nice clean slate to draw in.
render.ClearBuffersObeyStencil( 0, 0, 0, 0, true );
self:DrawInterior();
render.SetStencilEnable( false );
self:DrawOverlay();
end[/code]
You can draw pretty much whatever you want inside DrawInterior().
[img_thumb]http://cloud.steampowered.com/ugc/596979049402585430/CBEA139959EA70DB3709C6126FE614AA06650B86/[/img_thumb]
[QUOTE=Jinto;37280318]I'm guessing this is related to the question you asked me in PM? I sat down and wrote you a template for the effect you asked me about.
You just need to fill in DrawOverlay() and DrawInterior() with whatever you want to draw.
[/QUOTE]
Actually, completely different project!
But I love you!
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