• What Are You Working On? Mesh Edition - August 2012
    650 replies, posted
[QUOTE=Map in a box;37264176]His comment didn't relate to anything Lua-based. And how are you to say he can't script in Lua? Also slayer, the Bell was fixed because it used to lag servers to hell. [editline]15th August 2012[/editline] And apparently was ~undetectable, so you could be like: "HEY GUYS(bell) WHATS WITH(bell) THIS (bell) LAG?"[/QUOTE] :( It's been too long since I've played with fun stuff in source..
[IMG]http://puu.sh/W08V[/IMG] I aren't very creative, so please suggest how I can improve it. A white line between the two rows doesn't seem to look too good. It's in Photoshop for now. I'm contemplating showing the players model for each item with the item shown on them (or whatever the item is/does), but think they'll all look a bit too similar.
[QUOTE=_Undefined;37276214] I aren't very creative, so please suggest how I can improve it. A white line between the two rows doesn't seem to look too good. It's in Photoshop for now. I'm contemplating showing the players model for each item with the item shown on them (or whatever the item is/does), but think they'll all look a bit too similar.[/QUOTE] Maybe add some rounded box around the items? and maybe use a blurred background..
[QUOTE=Knoxed;37266738]How about you c-unit? AKA JustSoFaded[/QUOTE] It's unfortunate that this doesn't make any sense, could have been a good zing.
[QUOTE=_Undefined;37276214][IMG]http://puu.sh/W08V[/IMG] I aren't very creative, so please suggest how I can improve it. A white line between the two rows doesn't seem to look too good. It's in Photoshop for now. I'm contemplating showing the players model for each item with the item shown on them (or whatever the item is/does), but think they'll all look a bit too similar.[/QUOTE] Make it look more like a shop and less like, idk, serious role play?
I think it should be fitted with a proper layout and not just... that.
[QUOTE=_Undefined;37276214][IMG]http://puu.sh/W08V[/IMG] I aren't very creative, so please suggest how I can improve it. A white line between the two rows doesn't seem to look too good. It's in Photoshop for now. I'm contemplating showing the players model for each item with the item shown on them (or whatever the item is/does), but think they'll all look a bit too similar.[/QUOTE] How are you drawing the icons? SpawnIcons or DModelPanels? If it's DModelPanels how're you centering the cam directly on the object? Hardcoding the offsets or...?
[QUOTE=jrj996;37280979]How are you drawing the icons? SpawnIcons or DModelPanels? If it's DModelPanels how're you centering the cam directly on the object? Hardcoding the offsets or...?[/QUOTE] Their model panels if they were spawn icons they'd have a grayscale background assuming you don't tweak/use paint function. [editline]17th August 2012[/editline] Also I'm assuming he's getting the center of the object and then placing the view on that vector. I haven't messed around with Model panels to know enough but he could be use OBBCenter or something similar.
I toyed around with it, the end result was this [quote][img]http://cloud-2.steampowered.com/ugc/541809953978498959/EE76AA15B0A3AB33BB872A5623610B85D2B12D24/1024x576.resizedimage[/img][/quote] There must be some type of offset or calculation, and on top of that it really only seems to set the cam pos correctly on "smaller" objects.
Get the OBBMins/Maxs of the model panels entity and set the campos and offset according to those values. Math!
-Snip- nevermind, that was stupid... I can't really do anything with OBB functions, the just return the vector 0,0,0 everytime. Is it supposed to do that or am I missing out on something?
[QUOTE=jrj996;37281596]-Snip- nevermind, that was stupid... I can't really do anything with OBB functions, the just return the vector 0,0,0 everytime. Is it supposed to do that or am I missing out on something?[/QUOTE] IIRC, OBBs didn't work on ClientModels, or am I totally false?
[QUOTE=Remscar;37278954]Make it look more like a shop and less like, idk, serious role play?[/QUOTE] I've never seen serious role play so it's a coincidence. I'll have another go. [QUOTE=jrj996;37280979]How are you drawing the icons? SpawnIcons or DModelPanels? If it's DModelPanels how're you centering the cam directly on the object? Hardcoding the offsets or...?[/QUOTE] I aren't, I said it's in Photoshop. [QUOTE=Spencer Sharkey;37280724]I think it should be fitted with a proper layout and not just... that.[/QUOTE] What does this mean? [QUOTE=TehBigA;37281810]IIRC, OBBs didn't work on ClientModels, or am I totally false?[/QUOTE] I was using this for my previous version of the shop. [lua] local PrevMins, PrevMaxs = self.Entity:GetRenderBounds() self:SetCamPos(PrevMins:Distance(PrevMaxs) * Vector(0.75, 0.75, 0.5)) self:SetLookAt((PrevMaxs + PrevMins) / 2) [/lua]
[QUOTE=TehBigA;37281810]IIRC, OBBs didn't work on ClientModels, or am I totally false?[/QUOTE] they do.
You should make more items visible at once. Seeing only six items at a time could get pretty frustrating.
Still adding stuff to my admin mod, I might release it when it's stable enough. [img]http://puu.sh/WaS9[/img]
hey guys, remember moonscript? well I didn't like it so I started making my own third language based on coffeescript using my own parser without any need for external binary modules. here's an example of the input: [code] if test $( some_jquery_like_variable ) if @ @Remove( self ) existential?() if $test hi there this can also call functions and it ( can be nested() ) [/code] output: [img]http://puu.sh/Wb8z[/img] it isn't done yet, but I plan on adding other things like [code] test++ test += 1 blah ..= 10 test ? "hi" : "there" if test? [/code] it's all written in lua if you're wondering.
[HD]http://www.youtube.com/watch?v=D82JgS8i7ps[/HD] Clipper works properly now, also added some new tools.
[QUOTE=Silverlan;37288827]*video* Clipper works properly now, also added some new tools.[/QUOTE] You always find a way to impress me.
[QUOTE=Silverlan;37288827][HD]http://www.youtube.com/watch?v=D82JgS8i7ps[/HD] Clipper works properly now, also added some new tools.[/QUOTE] Holy shit, that's the most amazing thing I've seen in the longest time I can remember, in Garry's Mod! Keep up that work, because that shit right there is truly amazing!
[QUOTE=Silverlan;37288827][HD]http://www.youtube.com/watch?v=D82JgS8i7ps[/HD] Clipper works properly now, also added some new tools.[/QUOTE] My mouth was open literally the entire video drooling. The words "NO!" and "HOLY SHIT" were yelled a few times. Excellent work yet again my friend. A+.
Trying to get rid of nocollide entities since there's a crapton of them, just started working on this: [lua] module( "constraint", package.seeall ) local logic_collision_pair_ent local meta={} local _R_Entity_DeleteOnRemove=_R.Entity.DeleteOnRemove _R.Entity.DeleteOnRemove=function(ent,delthis) if getmetatable(delthis)==meta then return end _R_Entity_DeleteOnRemove(ent,delthis) end meta.__index=meta function meta:IsPlayer() end function meta:IsEntity() end function meta:IsNPC() end function meta:IsVehicle() end function meta:GetClass() return "logic_collision_pair" end function meta:GetModel() return "" end function meta:GetMaterial() return "" end function meta:GetTable() return self end function meta:SetTable(t) for k,v in pairs(t) do self[k]=v end return self end function meta:EntIndex() return 0 end function meta:GetPos() return Vector(0,0,0) end function meta:GetAngles() return Angle(0,0,0) end function meta:GetOwner() return NULL end function meta:CPPIGetOwner(...) return _R.Entity.CPPIGetOwner(self,...) end function meta:CPPISetOwner(...) return _R.Entity.CPPISetOwner(self,...) end function meta:GetCreationID() return self.__id end function meta:SetKeyValue(k,v) if k=="startdisabled" then self.__startdisabled = v==1 and true or v==0 and false or v end end function meta:Spawn() self.__VALID=true end function meta:Activate() if not self.__startdisabled then self:Input( "DisableCollisions", nil, nil, nil ) end end function meta:Remove() print(tostring(self),"REMOVE") if self.__VALID then self.__VALID=false else return end hook.Call("EntityRemoved",GAMEMODE,self) //self:Input( "EnableCollisions", nil, nil, nil ) end function meta:__tostring() return self:IsValid() and "FakeEntity [0][logic_collision_pair]" or "[NULL FakeEntity]" end function meta:__gc() print(self,"gc") end function meta:IsValid() return self.__VALID end function meta:SetPhysConstraintObjects( Phys1, Phys2 ) -- print("SETPHYS",Phys1,Phys2) self.__Phys1=Phys1 self.__Phys2=Phys2 self.__Ent1=IsValid(Phys1:GetEntity()) and Phys1:GetEntity() or false self.__Ent2=IsValid(Phys2:GetEntity()) and Phys1:GetEntity() or false end function meta:Input( input ) if (self.__Ent1 and not IsValid(self.__Ent1)) or (self.__Ent2 and not IsValid(self.__Ent2)) then print"EEEK!!" return end if input=="DisableCollisions" then Msg("DisableCollisions",tostring(self),self.__Phys1, self.__Phys2) logic_collision_pair_ent:SetPhysConstraintObjects( self.__Phys1, self.__Phys2 ) logic_collision_pair_ent:Input( "DisableCollisions", nil, nil, nil ) MsgN("...",logic_collision_pair_ent:GetSaveTable()['m_succeeded'] and "success" or "failed") logic_collision_pair_ent:SetSaveValue('m_succeeded',false) elseif input=="EnableCollisions" then Msg("EnableCollisions",tostring(self),self.__Phys1, self.__Phys2) logic_collision_pair_ent:SetPhysConstraintObjects( self.__Phys1, self.__Phys2 ) logic_collision_pair_ent:Input( "EnableCollisions", nil, nil, nil ) MsgN("...",logic_collision_pair_ent:GetSaveTable()['m_succeeded'] and "success" or "failed") logic_collision_pair_ent:SetSaveValue('m_succeeded',false) end end for k,v in pairs(_R.Entity) do -- make this a function on __index instead... if k:find("__") then continue end meta[k]=meta[k] or v end local id=9000 local function ents_Create_logic_collision_pair() if not IsValid(logic_collision_pair_ent) then logic_collision_pair_ent = ents.Create"logic_collision_pair" logic_collision_pair_ent:SetKeyValue( "startdisabled", 1 ) end local t=setmetatable({__VALID=false},meta) t.Entity=t t.Created=CurTime() id=id+1 t.__id=id return t end function NoCollide( Ent1, Ent2, Bone1, Bone2 ) if ( !CanConstrain( Ent1, Bone1 ) ) then return false end if ( !CanConstrain( Ent2, Bone2 ) ) then return false end local Phys1 = Ent1:GetPhysicsObjectNum( Bone1 ) local Phys2 = Ent2:GetPhysicsObjectNum( Bone2 ) if ( Phys1 == Phys2 ) then return false end if ( Find( Ent1, Ent2, "NoCollide", Bone1, Bone2 ) ) then return false end // Make Constraint //onStartConstraint( Ent1, Ent2 ) local Constraint = ents_Create_logic_collision_pair() Constraint:SetKeyValue( "startdisabled", 1 ) Constraint:SetPhysConstraintObjects( Phys1, Phys2 ) //Constraint:SetPhysConstraintEnts( Ent1, Ent2 ) Constraint:Spawn() Constraint:Activate() Constraint:Input( "DisableCollisions", nil, nil, nil ) //onFinishConstraint( Ent1, Ent2 ) AddConstraintTable( Ent1, Constraint, Ent2 ) local ctable = { Type = "NoCollide", Ent1 = Ent1, Ent2 = Ent2, Bone1 = Bone1, Bone2 = Bone2, } Constraint:SetTable( ctable ) return Constraint end duplicator.RegisterConstraint( "NoCollide", NoCollide, "Ent1", "Ent2", "Bone1", "Bone2" ) [/lua] starting to get ridiculously hacky :(
I can't believe someone just offered to pay me to make a hud similar to my BF3-ish hud I posted a few pages ago. Offered me like 2000$ a month. Turns out he was making it for RP.... Turns out he left without my hud....
[video] [url]http://www.youtube.com/watch?v=_OAQpEZ7pGE&feature=plcp[/url] [/video]
[QUOTE=Silverlan;37288827][HD]http://www.youtube.com/watch?v=D82JgS8i7ps[/HD] Clipper works properly now, also added some new tools.[/QUOTE] see if you can implement the same texture controls like in hammer, where you can scroll and scale textures and stuff
[video=youtube;0NetfUVyzco]http://www.youtube.com/watch?v=0NetfUVyzco&feature=youtu.be[/video] I gave those .wav files some fuckin' phonemes. Those are sounds ripped from the first trader in Clear Sky and PDA.
I'm working on a sexy ass gamemode! It will be a flat map, where there is only 1 house in the middle of it. Then you have to build up defence infront of the doors, and buy weapons, gear etc. Then when 5 minutes have passed since you spawned, sex psycho's will spawn, and break in with dildo's. You have to kill them, cause if they get in the house, they will rape you to death D:
[QUOTE=Noztra;37309384]I'm working on a sexy ass gamemode! It will be a flat map, where there is only 1 house in the middle of it. Then you have to build up defence infront of the doors, and buy weapons, gear etc. Then when 5 minutes have passed since you spawned, sex psycho's will spawn, and break in with dildo's. You have to kill them, cause if they get in the house, they will rape you to death D:[/QUOTE] Isn't that gamemode named as 'Mann vs Rapists'?
[QUOTE=Noztra;37309384]I'm working on a sexy ass gamemode! It will be a flat map, where there is only 1 house in the middle of it. Then you have to build up defence infront of the doors, and buy weapons, gear etc. Then when 5 minutes have passed since you spawned, sex psycho's will spawn, and break in with dildo's. You have to kill them, cause if they get in the house, they will rape you to death D:[/QUOTE] You're hired.
[QUOTE=Noztra;37309384]You have to kill them, cause if they get in the house, they will rape you to death D:[/QUOTE] sounds like a [i]sticky[/i] situation
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