• What Are You Working On? Mesh Edition - August 2012
    650 replies, posted
[I][B]GLuaSourceDiet[/B][/I]. (Not finished, but works.) It makes your script lighter and more difficult to read (for the people who want to steal some of your work !) It's like LuaSrcDiet but GLuaSourceDiet can handle Glua Code. [IMG]http://i46.tinypic.com/a26e8i.png[/IMG] Works with a classic Lua Interpreter.
You should have it remove redundant code, so for example, this: [lua]local what = true if what then print("what = true") end[/lua] Should turn into [lua]print("what = true")[/lua]
Why are you using both Notepad++ and Sublime Text 2?
[QUOTE=DarKSunrise;37312282]Why are you using both Notepad++ and Sublime Text 2?[/QUOTE] I don't really know why... Tried ST2 last week and I really love the highlighting.
Actually, maybe I should make this game mode :) Just need a name for it. Man Vs. Dildo Psycho's. What do you say? :v:
Kinda not Lua. Shadows! [vid]http://puu.sh/WOAq[/vid] It's a cheat really - it uses env_projectedtextures on top of regular spot lights - but it works pretty cool!
garry, best garry 2012
Man Vs. Dildo Psycho's is the name then! Will start coding when Garry's Mod 13 is out. So for now, planning!
[QUOTE=garry;37313591]Kinda not Lua. Shadows! [vid]http://puu.sh/WOAq[/vid] It's a cheat really - it uses env_projectedtextures on top of regular spot lights - but it works pretty cool![/QUOTE] Can we have first person player shdows? That looked cool when I tried. [vid]http://g3.iriz.uk.to/~srcds/iwantmyshadows.webm[/vid]
Speaking of shadows, would it be possible to create shadows for custom meshes? I tried to find in the source code how shadows are managed in the engine, but couldn't really find anything helpful.
Working on figuring out this big crashshit: [B]HOW COME[/B] even with [URL="http://pastebin.com/d8jyMTZT"]this[/URL], this happens: [img_thumb]http://puu.sh/WRCV[/img_thumb] Yes, that's the stacktrace at bottom. Yes, the crash was done with pasting one certain dupe with advduplicator2. Suggestions?
[QUOTE=Silverlan;37314938]Speaking of shadows, would it be possible to create shadows for custom meshes? I tried to find in the source code how shadows are managed in the engine, but couldn't really find anything helpful.[/QUOTE] RTT shadows would have to be recoded for them to work (but is that really worth it anyway, they look pretty horrible especially on big meshes), but projected texture shadows *should* work if you use VertexLitGeneric, unless the meshes are skipped in the flashlight pass altogether which is possible but again could be fixed by Garry.
[QUOTE=Legend286;37319343][...]unless the meshes are skipped in the flashlight pass altogether which is possible but again could be fixed by Garry.[/QUOTE] They're ignored completely. Both by the flashlight light and env_projectedtexture. [t]http://puu.sh/X25O[/t]
[QUOTE=Silverlan;37322621]They're ignored completely. Both by the flashlight light and env_projectedtexture. [t]http://puu.sh/X25O[/t][/QUOTE] Well I'm sure Garry can fix it by making them render during the flashlight pass.
I'm currently working on an RPG Gamemode which is called "Chronicles of Stingard", which is using the map "stingard" created by EvilScotsman. ScreenShots: 1. Character Creation - 2. Character Selection - [img_thumb]http://cloud-2.steampowered.com/ugc/1137411004733305895/644B2FA951BDA034166D2B39E6D66A4A5F18A417/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/1154296334510257838/E796EAA75916BE97A693A982F52486BF0DB4F61B/[/img_thumb] 3. Skill menu and Inventory/character menu, with item categories - 4. Enemy 'nameplates' [img_thumb]http://cloud-2.steampowered.com/ugc/1137411004733389120/B5DA1545D228D98F45D9438DEA7F49B3FF169169/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/1137411004733351336/BD19D99E4620BF2C9CAF086C3E8909B43CFD2238/[/img_thumb] (Huladolls are just placeholders) 5. Day/Night system, night - 6. Day/Night system, day. [img_thumb]http://cloud-2.steampowered.com/ugc/596972801540232076/85DCDC77E9B19767E78FBD1F11573F757BFA47E9/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/596972801540226741/26F47FAF76BF17B79E32D627F13D8CAD3445A481/[/img_thumb] 7. Diablo-ish HUD which has customizable colors for the orbs (The HUD in the first screenshots is a customizable HUD that I'm working on) [img_thumb]http://cloud.steampowered.com/ugc/596972801612470999/8F2F7FECBE0C300BA7925DEA73B4096326E819AF/[/img_thumb] [B]Edited: [/B]8. Customizable HUD 'done', starting to add the settings for it. - [B]Edit2:[/B] Clumsy me forgot 'bout this guy when I posted, a NPC Trader. [img_thumb]http://cloud-2.steampowered.com/ugc/1137411004733893338/E34F534C4DB625A3D3D06151FD24C0DF11F9C0F4/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/1137411004734172388/3B80000BBC3574C94065526432547E16AE4BD08F/[/img_thumb]
[b]wow[/b] - that looks amazing!
[QUOTE=Banana Lord.;37325885][B]wow[/B] - that looks amazing![/QUOTE] Thank you :D However, 3 new screenies for you guys to look at: 1. Item menu (The menu that appears when clicking an item) [img_thumb]http://cloud.steampowered.com/ugc/1137411004734288022/73BEA812922A88482259D5A5E2E344F3870EA0D3/[/img_thumb] 2. Sell menu (the buy menu is the same, but without the "all option" - 3. What happens when you press "Sell amount". [img_thumb]http://cloud-2.steampowered.com/ugc/1137411004734291453/D254FDFB22DF007F775ABE57BB57B4940A2C7CE2/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/1137411004734299230/D84B127F1A2C34A8CE346E5E9B9658BC3A438133/[/img_thumb] [B]Edit:[/B] Just a side note, you can switch between the Diablo HUD and the Customizable one. [B]Edit2: [/B] Also, a PHP script to view the players and characters that are stored in the MySQL Database [URL]http://phaseshiftgaming.co.cc/index.php?pages/characters/[/URL] (This isn't really the right section for it, but meh.)
You sir, deserve my babies!
Been working on a slot based inventory and each item can have its own inventory. [img]http://puu.sh/X7aY[/img]
[QUOTE=sofi;37300551]see if you can implement the same texture controls like in hammer, where you can scroll and scale textures and stuff[/QUOTE] Had that planned anyway: [HD]http://www.youtube.com/watch?v=NRliEo5SLZo[/HD] Automatic justifying doesn't work yet.
[QUOTE=Silverlan;37326531]Had that planned anyway: video Automatic justifying doesn't work yet.[/QUOTE] could it work on normal props? this would be so handy
[QUOTE=Shadow45;37327129]could it work on normal props? this would be so handy[/QUOTE] Not really, it would be a global thing and not per face. You could do it with material proxies but it would probably be horrible.
Fuck cutting props, create your own meshes instead!
[img]http://puu.sh/XcsW[/img] New HUD for my server.
What's the file thing on the right? Gun license or something? Very clean and nice. [editline]20th August 2012[/editline] Also that RPG thing kicks ass, great props.
[QUOTE=Drakehawke;37330637][img]http://puu.sh/XcsW[/img] New HUD for my server.[/QUOTE] I had falco commit a function called formatNumber in the hud file - you should use it on your money (whichever of the 3 monies it is)
[QUOTE=Drakehawke;37330637][img]http://puu.sh/XcsW[/img] New HUD for my server.[/QUOTE] assuming this is for RP, it would be interesting if you had the "Citizen" or job bar, display whether or not you have a warrant out for arrest, or something similar? green=good standing, red=trouble..small idea, or maybe even make the HUD more simple by just removing the HP bar, and using the job bar as the health as well
[QUOTE=Banana Lord.;37331220]I had falco commit a function called formatNumber in the hud file - you should use it on your money (whichever of the 3 monies it is)[/QUOTE] I use this. [Lua]local function commas(num) if !num or type(num) != "number" and type(num) != "string" then return 0 end local result = "" local sign, before, after = string.match(tostring(num), "^([%+%-]?)(%d*)(%.?.*)$") while string.len(before) > 3 do result = "," .. string.sub(before, -3, -1) .. result before = string.sub(before, 1, -4) end return sign .. before .. result .. after end[/Lua] It could probably be cleaned up and optimised though.
[QUOTE=vexx21322;37331620]I use this. [Lua]function commas(num) not type(num) == "number" or not type(num) == "string" local result = "" local sign, before, after = string.match(tostring(num), "^([%+%-]?)(%d*)(%.?.*)$") while string.len(before) > 3 do result = "," .. string.sub(before, -3, -1) .. result before = string.sub(before, 1, -4) end -- while return sign .. before .. result .. after end[/Lua] It could probably be cleaned up and optimised though.[/QUOTE] [lua]local function formatNumber(n) if (!n) then return 0 end if n >= 1e14 then return tostring(n) end n = tostring(n) sep = sep or "," local dp = string.find(n, "%.") or #n+1 for i=dp-4, 1, -3 do n = n:sub(1, i) .. sep .. n:sub(i+1) end return n end[/lua] that's the one I'm talking about, I think it's by raBBish but I can't remember
[QUOTE=Legend286;37327248]Not really, it would be a global thing and not per face. You could do it with material proxies but it would probably be horrible.[/QUOTE] It doesn't have to be. You can create a new material per prop if you want to. [editline]21st August 2012[/editline] You'll have to create a new material anyway since you can't get the material from an entity (at least not in gmod 12)
Sorry, you need to Log In to post a reply to this thread.