• GMod - What are you working on? August 2015 (#48)
    457 replies, posted
[img]http://i.imgur.com/vE0Sqa2.png[/img] [B]Highlights from the [URL="http://facepunch.com/showthread.php?t=1473748"]previous thread[/URL][/B] [QUOTE=Pigsy's ammunition GUI;48090986]Damn, finally. Got it to detect the mass and divide by a number that makes the WG / Weight suitable. Hope people like the gui. [IMG]http://s13.postimg.org/j1jfp9kvb/image.png[/IMG][/QUOTE] [QUOTE=gonzalolog's propulsion gel;48095362][vid]https://dl.dropboxusercontent.com/s/fsptq5q72gpul22/2015-07-01_14-28-09.mp4?dl=0[/vid] [sp]Imagine the *flosh* *flosh* *flosh*, also...I didn't have a squid model ;([/sp][/QUOTE] [QUOTE=101kl's dodgeball gamemode;48103359]I just happened to be making a [URL="http://facepunch.com/showthread.php?t=1474203&p=48110556"]dodgeball gamemode[/URL] too. [video=youtube;737CeAHpYcw]https://www.youtube.com/watch?v=737CeAHpYcw[/video] :snip:[/QUOTE] [QUOTE=MDave's death marks;48133644]Today I am playing with rendertargets (again) So I made a system that draws an outline of whoever dies, much like the police does in your tipical CSI Miami episode: [img_thumb]http://images.akamai.steamusercontent.com/ugc/687146634893312447/CE0737230CCC7E124B6CD165130FE4F0A665B74D/[/img_thumb][/QUOTE] [QUOTE=gonzalolog's dank weed;48150602]Okay, i won't spam anymore, i think that it's almost finished [t]http://i.imgur.com/YVqHiOx.jpg[/t] [sp]Stuff it's attached, it's not manually placed, it's like a workstation...But for weed[/sp][/QUOTE] [QUOTE=Kogitsune's 3D damage numbers;48152894]Slowly but surely I'm going to update [url=http://steamcommunity.com/sharedfiles/filedetails/?id=292198127&tscn=1433778524]the rpg mod I've had on steam for a few months[/url]. Tonight, I fixed a few more of my networking problems, and added physical ( clientside ) damage numbers. [img]http://puu.sh/iSdSE/0dd691a8f6.gif[/img] The effect is pretty simple but satisfies me a lot. Not pictured, critical hits put a ! at the end of the number. I plan to also have a setting for "Cartoon", to use an unlit flat color material instead of the way the model is now. Some damage types have their own colors, but most are just white.[/QUOTE] [QUOTE=Tomelyr's platformer;48162281][vid]https://d.maxfile.ro/tpeyveqylo.mp4[/vid] Combat! I've dropped the whole Magic Idea and used guns. and it's working so much more smoothly. Now i just need some more enemys and a real map and rip more sound snippets.[/QUOTE] [QUOTE=MadParakeet's self-righting ragdoll;48184082][video=youtube;z2rX0K2GiOc]https://www.youtube.com/watch?v=z2rX0K2GiOc[/video] Shit's getting real. He's capable of falling the fuck over now. The recovery is a little violent at the moment. The only difficult part left is getting him facing different directions. [B]Edit:[/B] It would actually be really interesting basing this gamemode on that old ragdoll slaughter map. I'll have to see if I can work that in somehow, assuming the contests' judges allow it.[/QUOTE] [QUOTE=BFG9000's cartoon designs;48196276] ... [t]http://images.akamai.steamusercontent.com/ugc/441701048990235115/6E1E0F455C131B438C763479A40795D905E42C4C/[/t][/QUOTE] [QUOTE=szymski's treasure;48215598]I made something similiar weeks ago. I just didn't post it here. [QUOTE=meharryp;48211491]I ended up getting round to finishing that csgo case thing. [vid]https://dl.dropboxusercontent.com/u/86696893/ShareX/2015/07/2015-07-15_12-29-18.mp4[/vid] Going to make these microtransactions and hope kids buy them :P[/QUOTE] [vid]https://dl.dropboxusercontent.com/u/73430511/ShareX/2015/07/2015-07-09_13-29-31.mp4[/vid][/QUOTE] [QUOTE=101kl's SWEP construction kit fix for DModelPanel;48234920]I don't know i managed it, but SWEP Construction Kit for DModelPanel. [T]http://puu.sh/j3lmS/1281ec093e.jpg[/T] [I][edit][/I] Have you ever looked at your code and thought "why does this work"?[/QUOTE] [QUOTE=Johnny Guitar's player design menu;48239301]friend told me I should post this here [vid]http://pix.nikolaszorko.sexy/8IksdAoVQqZN.mp4[/vid][/QUOTE] [QUOTE=PortalGod's lua server menu;48264636][vid]https://d.maxfile.ro/omyzqlzejc.mp4[/vid] finally got this into a usable state! I'll probably release the first version real soon[/QUOTE] [QUOTE=Melted Bu11et's crossbow prediction;48294078]I made some crossbow prediction stuff, and will probably also make it so it leads on shots against moving targets for fun. It's not perfect (for rebounds atleast) though. [video=youtube;h9MiucXPLuY]https://www.youtube.com/watch?v=h9MiucXPLuY[/video][/QUOTE] [QUOTE=AJ10017's animations;48334031] ... [video=youtube;BnNgmCecghU]http://www.youtube.com/watch?v=BnNgmCecghU&feature=youtu.be[/video][/QUOTE] [QUOTE=Giraffen93's dank weed;48339143][t]http://i.imgur.com/iNX9IWd.jpg[/t] yus, everything except the pot itself is clientside[/QUOTE]
Oh boy, i did it twice after 2/3 months without doing something Content: Scoreboard [t]http://i.imgur.com/ntQUPXB.jpg[/t] Radar [t]http://i.imgur.com/adSY9RT.jpg[/t] HUD [t]http://i.imgur.com/7M82uFO.jpg[/t] Team Selection [t]http://i.imgur.com/YTCvWfJ.jpg[/t] A counter [t]http://i.imgur.com/IAXClhX.jpg[/t]
Damn, thought the bauldersgate leak script would have made it. Guess we will have to do another one for this month then.
[QUOTE=The Commander;48342664]Damn, thought the bauldersgate leak script would have made it. Guess we will have to do another one for this month then.[/QUOTE] Means you can do it bigger and better.
About time!!! :D Here's a random picture of 3d model'd houses I made my for racing gamemode. [t]https://dl.dropboxusercontent.com/u/17839069/C_317.png[/t]
Made a fast train on metastruct [vid]https://dl.dropboxusercontent.com/u/24983881/ShareX/2015/07/gm_construct_m_128%202015-7-31%2017-01-20.webm[/vid]
After a lot of work, I finally got lerp'd ironsights working :D [vid]https://d1wst0behutosd.cloudfront.net/videos/3715370-8961188.480p.mp4?Expires=1438407954&Signature=cxASFXCifZkWFKrm5Oh0cqMNGaZs4bSmuiCy5K0GOLglJna4teRM0z4YidDduq1DK1F-z4KBgVH5jvpTFBlShPzEshgTpB1WkUzq~Z88IfanfTSefjA3PhQuDQHogQUiCWGquUG1PiP0bR0cZEumUbc2jHhhSbG2N6ImeVwk41zEtH9QchIehcB0MpaQWkCgdQbmM7FJP8nCmBDk3WtQcNo6RvUcY4RUlRD18SHpl0L2~iY87DY1iS7lXgUgE3ptv9XhlEtNJd--RatUhpOZwmnzbOyIL4Xafxxd1QPbPg0SoBLlt7qjuOKoukI7X2WIJhhO80aZdyZMZgiD1USNKw__&Key-Pair-Id=APKAJJ6WELAPEP47UKWQ[/vid]
Flashlight wep[IMG]https://dl.dropboxusercontent.com/u/16079127/screen01.png[/IMG]
[QUOTE=Lebofly;48346182]Flashlight wep[/QUOTE] I can almost feel the grip of that flashlight, the texture is so HD.
[QUOTE=Z0mb1n3;48346327]I can almost feel the grip of that flashlight, the texture is so HD.[/QUOTE] Sadly source engine won't let it look like that in-game :C [URL]https://dl.dropboxusercontent.com/u/16079127/2015-08-01_00003.jpg[/URL] EDIT: Fixed in a post below
[QUOTE=Lebofly;48346483]Sadly source engine won't let it look like that in-game :C [url]https://dl.dropboxusercontent.com/u/16079127/2015-08-01_00003.jpg[/url][/QUOTE] Yeah, Source does degrade model quality greatly, but using normals would help
If that model wasn't using normals in rendering? Normals / bump maps make a huge difference in Source, truly. [editline]1st August 2015[/editline] If used properly with Phong, in this case, I feel... or masked cubemap but phong would look so much better than cubemap in this case. Oh... anti-aliasing is also nice :s: [editline]1st August 2015[/editline] I'm so bummed I can't quote posts from the last thread. gonzalolog's propulsion gel is actually Ink from Splatoon, and has nothing to do with Portal as far as I know. It looks pretty sweet! A thought crossed my mind to make Splatoon Sweps but I never considered how reasonable the Ink part could ever become though, so I didn't start. MDave's death marks (outlines) look really cool, but just like blood pools, when I see something like this I always wonder... what if it's on an uneven surface? Perhaps it's on a stair way? Will it (properly) conform? By the way, I am so happy to be back to the world of Nookyava dumb ratings :joy: .... I just expect them at this point. [highlight](User was banned for this post ("Cares about ratings" - Craptasket))[/highlight]
Been working on some new A.I. if anyone is interested: [video=youtube;XlQe-FUhpbo]http://www.youtube.com/watch?v=XlQe-FUhpbo[/video]
[t]https://dl.dropboxusercontent.com/u/17839069/C_318.png[/t] To: [t]https://dl.dropboxusercontent.com/u/17839069/C_320.png[/t] This is a 'quick' (small) menu.
I'm done for next few months, as usual. [img]http://puu.sh/jm3jY/aa59e91fee.png[/img]
[thumb]http://images.akamai.steamusercontent.com/ugc/700659755598149473/F9089A816CB0547F626F0892FD13A848AF150DDD/[/thumb] arse [sp] yes its a new RP gamemode, deal with it[/sp]
pretty happy to see I made the highlights, really looking forward to see what you guys will post this time around.
[QUOTE=WalkingZombie;48348506]If that model wasn't using normals in rendering? Normals / bump maps make a huge difference in Source, truly. [editline]1st August 2015[/editline] If used properly with Phong, in this case, I feel... or masked cubemap but phong would look so much better than cubemap in this case. Oh... anti-aliasing is also nice :s: [editline]1st August 2015[/editline] I'm so bummed I can't quote posts from the last thread. gonzalolog's propulsion gel is actually Ink from Splatoon, and has nothing to do with Portal as far as I know. It looks pretty sweet! A thought crossed my mind to make Splatoon Sweps but I never considered how reasonable the Ink part could ever become though, so I didn't start. MDave's death marks (outlines) look really cool, but just like blood pools, when I see something like this I always wonder... what if it's on an uneven surface? Perhaps it's on a stair way? Will it (properly) conform? By the way, I am so happy to be back to the world of Nookyava dumb ratings :joy: .... I just expect them at this point.[/QUOTE] I've explained already why most of your posts seem to garner dumb ratings from me, I really don't feel like explaining the reason again.
[QUOTE=Johnny Guitar;48352967]pretty happy to see I made the highlights, really looking forward to see what you guys will post this time around.[/QUOTE] The highlights are random bro.
[QUOTE=Netheous;48354431]The highlights are random bro.[/QUOTE] I thought they were based on rating determined by the waywo generator. [url]https://github.com/FacepunchProgrammers/WAYWOGenerator[/url] [url]https://github.com/Rohansi/BetterWAYWO[/url]
[QUOTE=Aide;48354936]I thought they were based on rating determined by the waywo generator. [url]https://github.com/FacepunchProgrammers/WAYWOGenerator[/url] [url]https://github.com/Rohansi/BetterWAYWO[/url][/QUOTE] I don't use a WAYWO generator, I go through and pick them myself.
[QUOTE=Mors Quaedam;48354943]I don't use a WAYWO generator, I go through and pick them myself.[/QUOTE] Well thats depressing.
[QUOTE=Mors Quaedam;48354943]I don't use a WAYWO generator, I go through and pick them myself.[/QUOTE] But you told me they are random previously :3
[t]http://rp.braxnet.org/scr/2015-08-02_17-33-00_180.jpg[/t] summertime! more bone rotating!
[QUOTE=RaptorJGW;48348158]Yeah, Source does degrade model quality greatly, but using normals would help[/QUOTE] funny thing is that I have normals setup for it, just didn't want to work EDIT: Fixed [img_thumb]https://dl.dropboxusercontent.com/u/16079127/2015-08-03_00013.jpg[/img_thumb] If anyone has some suggestions on turning this into a swep, please let me know. I'm thinking about using Swep construction kit but I can't seem to get the hand right
[QUOTE=Lebofly;48358469]funny thing is that I have normals setup for it, just didn't want to work EDIT: Fixed [img_thumb]https://dl.dropboxusercontent.com/u/16079127/2015-08-03_00013.jpg[/img_thumb] If anyone has some suggestions on turning this into a swep, please let me know. I'm thinking about using Swep construction kit but I can't seem to get the hand right[/QUOTE] if you learn how to compile c_ arms then you can do it that way without having to bother with modelling yourself a hand rig otherwise swep construction kit would be a rather ghetto but still acceptable way of doing it try getting a pre-existing flashlight swep and using it's first person animations
[QUOTE=legendofrobbo;48360158]if you learn how to compile c_ arms then you can do it that way without having to bother with modelling yourself a hand rig otherwise swep construction kit would be a rather ghetto but still acceptable way of doing it try getting a pre-existing flashlight swep and using it's first person animations[/QUOTE] he could also decompile the per-exisitng flashlight swep and replace his model with those.
Better forcefields! yay I've had them completed for a while now and use them on my server a lot, but I decided I would polish them some more and allow bullets + small projectiles to pass through like in HL2. They also scale to whatever doorway they're in. Also added the ability to press E to toggle between on and off when near one of the poles, and as you can kind of see in the video, the poles will move down to avoid sticking through the tops of any cielings. I noticed the sound starts lagging towards the end, but that's just issues with recording. [vid]http://puu.sh/jnyRj.webm[/vid] (ignore the RPG being wonky, ShouldCollide is gross)
[QUOTE=legendofrobbo;48360158]if you learn how to compile c_ arms then you can do it that way without having to bother with modelling yourself a hand rig otherwise swep construction kit would be a rather ghetto but still acceptable way of doing it try getting a pre-existing flashlight swep and using it's first person animations[/QUOTE] Don't know where to start with c_hands are there any resources available to learn from?
[QUOTE=Lebofly;48361803]Don't know where to start with c_hands are there any resources available to learn from?[/QUOTE] [url]http://wiki.garrysmod.com/page/Using_Viewmodel_Hands[/url]
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