• [blog] GMod Updates
    50 replies, posted
[url]http://www.garry.tv/?p=2258[/url]
I need to beg you to implement these: [url]http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Create_a_shadow_map_depth_texture_greater_than_the_framebuffer_size[/url] [url]http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Lowering_the_amount_of_.22grain.22_on_shadows[/url]
Keep up the good work.
[QUOTE=Max of S2D;27727430]I need to beg you to implement these: [url]http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Create_a_shadow_map_depth_texture_greater_than_the_framebuffer_size[/url] [url]http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Lowering_the_amount_of_.22grain.22_on_shadows[/url][/QUOTE] Add them here [url]http://bbservers.co.uk/gmodbt/my_view_page.php[/url]
The crossbow part and the animations look awesome
Very good thing garry. Those will be appreciated by rp-players, thats for sure.
I downloaded a mod a while ago that made the RPG work with NPC's maybe you should take a look? [URL]http://www.garrysmod.org/downloads/?a=view&id=66466[/URL] That one. Not sure if it will help.
Very good, very [B]very[/B] good! :3:
I would like to see gmod have its own animations (such as running and walking ones) and not the default source ones. Pvkii has completely custom animations which are looking great. You could even make some nice animations for the toolgun and the physgun. Or even change those weapons into something new and have animations for that. Like a physglove or something, and have the playermodel point its right arm or something when using it. [editline]:D[/editline] If anything, just improve the current animations. I think it could be a nice asset to GMod.
I'd love to see a propper jumping animation for Gmod.
I'd love to see more animations into GMod
[QUOTE=Max of S2D;27727430]I need to beg you to implement these: [url]http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Create_a_shadow_map_depth_texture_greater_than_the_framebuffer_size[/url] [url]http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Lowering_the_amount_of_.22grain.22_on_shadows[/url][/QUOTE] Seeing that it's all rendered clientside, It'd be cool to see an option in the graphics settings to change it where required. That way you wouldn't force everybody to change it unless they wanted to and you would have more control and diversity when making screenshots.
I wish I knew how to make my animations into gestures. Right now I can only either replace existing animations or create new ones for use with faceposer. That's it, I can't make them appear as gestures, so that they blend with other animations.
The gestures are too slow, IMO, but great work!
[QUOTE=HiddenMyst;27728006]Seeing that it's all rendered clientside, It'd be cool to see an option in the graphics settings to change it where required. That way you wouldn't force everybody to change it unless they wanted to and you would have more control and diversity when making screenshots.[/QUOTE] That's the point of it, to be able to actually change those settings with the already-existing ConVar (you can change it but it resets immediately)
win
We need more updates like this! Some kind of a ladder climbing animation would be great too. (From l4d if that's possible.)
That thing with holding the ear is nice. I also would love the "large monthlish updates"
the ear part reminds me of kingcalmacrazy raising his hand to call down a gigantor rock while christian calls forth the wife
Not even Garry knew those gestures were implemented, wow. :v:
Did this once happen to counterstrike 1.6 or was it the mouth just move when you talking in the mic?
Great job, Garry! The microphone animation looks great! Is it by default, and is there a way to disable it though? And can NPC's finally use the revolver?
Fix the depth buffer, redo some of GMod's shaders such as sun beams and sobel (sobel doesn't use proper edge detection which is silly, depth buffer fix would allow this to be possible without having to edit the engine. Sunbeams emit from emissive instead of a masked RT, they also suck.) Client-side IK would be nice too, but keep hitboxes serverside to avoid hit detection issues.
[QUOTE=Hellsten;27727584]I would like to see gmod have its own animations (such as running and walking ones) and not the default source ones. Pvkii has completely custom animations which are looking great. You could even make some nice animations for the toolgun and the physgun. Or even change those weapons into something new and have animations for that. Like a physglove or something, and have the playermodel point its right arm or something when using it. [editline]:D[/editline] If anything, just improve the current animations. I think it could be a nice asset to GMod.[/QUOTE] I don't think anyone knows there's actually a sprint animation that was never used, still there today.
maybe you can "fix" the revolver animation so it doesn't show a pistol reloading animation?
How about SuperDOF not working on multicore systems?
Now just to add wire as default
[QUOTE=Sokrates;27734832]How about SuperDOF not working on multicore systems?[/QUOTE] Something as simple as setting mat_queue_mode back to 0 while doing it would work, there are several instances where Valve's code temporarily disables multicore rendering (such as buildcubemaps)
Taunts in my garrysmod?
[QUOTE=The Spie;27740928]Now just to add wire as default[/QUOTE] I get enough I/O as is. [sp]Generic single-engine FTD in the picture, 'under the hood' view.[/sp] [media]http://i.imgur.com/8IYJY.jpg[/media]
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