[img]http://i.imgur.com/rz3MtXv.gif[/img]
This is what developing for Garry's Mod like.
So thats what Episode 7 is going to be like
[QUOTE=Exho;47892849]So thats what Episode 7 is going to be like[/QUOTE]
Star Wars episode 7:
The Minge Awakens
[img]http://rp.braxnet.org/scr/2015-06-07_01-46-33_85.png[/img]
one step closer to automated resource packing! reads from the bsp and pattern matches models & materials
Oh is that to find specific materials so users can look them up? Cause map makers can just pakrat it
pakratting isn't really an option for me, there are just too many things, and the content and map update differently
it exports all the model and material paths so i can pack them to workshop later
[QUOTE=Kill coDer;47889418]I hear JS is pretty fast, just render the blocks with html5 and css3 and jquery then overlay a panel over the screen.[/QUOTE]
Our dreams have been crushed, once again.
[IMG]http://i.imgur.com/ySDXyoz.png[/IMG]
Among the things not supported are typed arrays (needed for asm support, I think), and webgl.
Fucking awesomium.
[B]Content wise[/B], my atlas packer is coming along nicely, it's able to split my existing atlases up into individual images. Will probably add recomposition of said images into VTFs tommorow and mipmap generation the day after.
[t]http://rp.braxnet.org/scr/2015-06-07_06-40-14_89.jpg[/t]
made an easy to use template for shirts [img]http://cdn.steamcommunity.com//economy/emoticon/:B1:[/img]
[IMG]http://image.noelshack.com/fichiers/2015/23/1433698589-telechargement.jpg[/IMG]
Working on a Fallout gamemode, i'm practicing Lua for 2 months now, so I don't expect to finish it, but it's a great way to learn Lua.
[QUOTE=TheMafieuur;47898963][IMG]http://image.noelshack.com/fichiers/2015/23/1433698589-telechargement.jpg[/IMG]
Working on a Fallout gamemode, i'm practicing the Lua for 2 months now, so I don't expect to finish it, but it's a great way to learn Lua.[/QUOTE]
Great work! It's really convincing, I thought I was looking at a real Fallout screenshot at first.
[QUOTE=TheMafieuur;47898963][IMG]http://image.noelshack.com/fichiers/2015/23/1433698589-telechargement.jpg[/IMG]
Working on a Fallout gamemode, i'm practicing the Lua for 2 months now, so I don't expect to finish it, but it's a great way to learn Lua.[/QUOTE]
Somebody on here ported a ton of models from Fallout 3 to Gmod, those might be pretty helpful
[QUOTE=Exho;47899349]Somebody on here ported a ton of models from Fallout 3 to Gmod, those might be pretty helpful[/QUOTE]
Yeah I used them to make my Jukebox entity.
Today I decided to give a try to my own hook system, and I made this monstrosity. The main advantage it has over
the built in hook.Call that it protects the caller (from hook errors) with a single pcall, so the number of Lua <-> C boundary
calls are kept to the minimum. (It basically takes a single pcall to call all hooks, and one more each time a hook errors)
Could you guys take a look at it too? I have tested it for nested hooks (as when a hook calls hook.Call again) and found
no flaws so far. Also I have absolutely no idea how to truly benchmark this, as the gain might be really negilible.
[lua]
local next = next
local pcall = pcall
local error = error
local isstring = isstring
local IsValid = IsValid
--[[
hookDispatcher acts like a resumable hook.Call, it calls hooks in the
methods table, and returns if a hook returns something.
This happens inside a PCALL protected environment. When the pcall
catches the error, the original caller will handle the error, remove
the errored hook, and resume the dispatcher.
The currently executed hook is being communicated trough the
'currHookIndex' upvalue. This set just before calling the hook.
The state of the dispatcher is still stored on the stack, the upvalue
is just for communication.
]]--
local currHookIndex
local function hookDispatcher( methods, index, ... )
local a, b, c, d, e, f
while index ~= nil do
-- Export the index of the hook that caused the dispatcher to error
currHookIndex = index
local func = methods[index]
local nextIndex = next(methods, index)
-- Standard hook.Call logic
do
if isstring( index ) or IsValid( index ) then
a, b, c, d, e, f = func( ... )
else
-- HACK? Is it even safe to remove this here? Would not 'next' go nuts from an accidental rehashing?
-- hook.lua does this but eh...
methods[index] = nil
end
if a != nil then
return a, b, c, d, e, f
end
end
index = nextIndex
end
end
local function hookDispatchManager( list, ... )
-- Backup current hook context
local currHookContext = currHookIndex
-- The first hook that will get called is the first in the table
local nextHookIndex = next(list)
-- Keep restarting the dispatcher until it finishes
while true do
local succ, a, b, c, d, e, f = pcall(hookDispatcher, list, nextHookIndex, ...)
if not succ then
-- If this is triggered, currHookIndex has been tempered with
if currHookIndex == nil then
error( "Erroring hook index not communicated properly on PCALL boundary")
return
end
-- Error inside dispatcher, 'currHookIndex' contains the latest called hook in this protection level
-- (nested levels are fine) So instruct the dispatcher to skip this when we resume
nextHookIndex = next(list, currHookIndex)
print("Hook failure: ", currHookIndex, " - Err: ", a )
else
-- Dispatcher succeeded, execution done
-- Restore hook context
currHookIndex = currHookContext
return a, b, c, d, e, f
end
end
end
function HookCall2( ... )
return hookDispatchManager( ... )
end
[/lua]
[QUOTE=MDave;47901366] stuff[/QUOTE]
Dispose my curiosity, but what will this be used for?
Replace the hook system I would imagine. He probably did it just to see if he could
anyone here had any luck with using dhtml panels, getting the material from them and applying submaterials to an entity?
it's applying the wrong uv coords and it's pissing me off, 3 hours i've sunk into this
[B]yeah it's not possible, i give up[/B]
[QUOTE=Giraffen93;47902322]anyone here had any luck with using dhtml panels, getting the material from them and applying submaterials to an entity?
it's applying the wrong uv coords and it's pissing me off, 3 hours i've sunk into this
[B]yeah it's not possible, i give up[/B][/QUOTE]
Not sure if it will help, but have you tried setting the DHTML panel's size to a power of two? Using any other size will cause the material received from GetHTMLMaterial to not use up its total size.
[QUOTE=samm5506;47903953]Not sure if it will help, but have you tried setting the DHTML panel's size to a power of two? Using any other size will cause the material received from GetHTMLMaterial to not use up its total size.[/QUOTE]
yes
basically it uses the bottom row of pixels of the texture and just spans it along the y axis
and this only applies to gethtmlmaterial stuff
i've had this happen before when not using $model 1, but this time nothing happens
if i set a basetexturetransform and move the texture, it still grabs just the bottom row
[t]http://rp.braxnet.org/scr/2015-06-08_11-40-51.jpg[/t]
[url]http://rp.braxnet.org/clothes/test.jpg[/url]
fucking. finally.
had to move it down * 2 for it to appear
[t]http://rp.braxnet.org/scr/2015-06-08_14-34-27.jpg[/t]
it has begun, courtesy of zelpa
Wait a sec. You applying the SubMaterial from an websource?
If that doesn't have any impact on the Frames, with more than 30 People, then it's bloody genius.
[QUOTE=Tomelyr;47905172]Wait a sec. You applying the SubMaterial from an websource?
If that doesn't have any impact on the Frames, with more than 30 People, then it's bloody genius.[/QUOTE]
it shouldn't be anything different, but right now i'm using material overrides, otherwise it gets pixelated
Started working on a Love2D to Gmod wrapper (without the physic and thread shit).
And a Gmod to Love2D Wrapper (Only for the Drawing functions).
[QUOTE=Giraffen93;47905178]it shouldn't be anything different, but right now i'm using material overrides, otherwise it gets pixelated[/QUOTE]
Just wondering, can the clothes be colored without the logo being colored aswell? I've been trying to figure out how to mask them in a way to make this possible, but at the moment making it anything other than the base color will also color the logo.
[vid]https://dl.dropboxusercontent.com/s/0ahtctii8cjl13h/gm_test%202015-6-8%2018-52-33.webm?dl=0[/vid]
I call it...Happy feets
[QUOTE=kpjVideo;47907652]Just wondering, can the clothes be colored without the logo being colored aswell? I've been trying to figure out how to mask them in a way to make this possible, but at the moment making it anything other than the base color will also color the logo.[/QUOTE]
Yes .. but you need to change how you look at alpha on the skin.
Picture alpha as a white/black on an image. (Like this)
[t]https://dl.dropboxusercontent.com/u/14214411/onion/asd.png[/t]
The color will only be drawn on top of the white (Non alpha) areal.
I still have stuff to add to it, but my script ideas generator is technically done; how does it look on everyone's resolution? I've been developing it on my laptop, a nice little beginner project for web stuff stuff!
[url]http://niandra.co.uk/garrysmod/script_generator.html[/url]
Looks great at 1080p
[i]A gamemode that combines Guitar and Fighting.[/i]
[sp]Grutal Legend incoming for pc[/sp]
[QUOTE=NiandraLades;47909416]I still have stuff to add to it, but my script ideas generator is technically done; how does it look on everyone's resolution? I've been developing it on my laptop, a nice little beginner project for web stuff stuff!
[url]http://niandra.co.uk/garrysmod/script_generator.html[/url][/QUOTE]
Jigsaws is in your keywords list twice. But it looks nice.
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