• GMod - What are you working on? October 2014 (#38)
    706 replies, posted
[QUOTE=BFG9000;46298220]Science Fair Funnel Cake 42x Vinegar 42x Baking soda 2x Oz. Of paper machete Quickly mix contents then move your head near to closely observe the progression of the baking[/QUOTE] i'm pretty sure its not paper machete
[QUOTE=Pigbear;46298744]i'm pretty sure its not paper machete[/QUOTE] Are you? [t]http://xav.pw/i/3YgLed0.png[/t]
Allahu Akbar Simulator [vid]http://80.255.11.135/gm_buttes%202014-10-22%2017-10-12.webm[/vid]
[lua]surface.DrawTexturedRect(0, 0, w * (self.tex:Width()/w), h * (self.tex:Height()/h))[/lua] with the power of maths! [t]http://i.imgur.com/xbAgFh6.jpg[/t] these fucking ads tho
[QUOTE=Giraffen93;46302899] [t]http://i.imgur.com/xbAgFh6.jpg[/t] [/QUOTE] Is that Modern Talking?
[QUOTE=Tomelyr;46302971]Is that Modern Talking?[/QUOTE] yes i'm very fond of 80's music
sorry, wrong place
[QUOTE=DEFCON1;46304462]Is there any way or workaround to resize a 2D (HUD) text drawn wih draw.SimpleText or similar, without creating a ton of fonts, one for each size ?[/QUOTE] Matrices. If you want resolution dependent fonts, use ScreenScale() as their size.
I don't understand, how I can apply a matrix to a draw.SimpleText :s And I just realized I posted in the wrong thread, sorry :rolleyes:
[url]http://wiki.garrysmod.com/page/cam/PushModelMatrix[/url] Look at the examples.
Holy f*** this is awesome, thanks!
so I started on a small halloween event for a server I program for and the first step was to make and compile a small candy corn model. it compiled successfully but there was a rather silly oversight in the model. [img]http://i.cubeupload.com/f3FFY0.gif[/img] [url=http://i.cubeupload.com/iZ6ZDb.gif]this got out of hand quickly[/url]
[QUOTE=Joeyl10;46306816]so I started on a small halloween event for a server I program for and the first step was to make and compile a small candy corn model. it compiled successfully but there was a rather silly oversight in the model. [img]http://i.cubeupload.com/f3FFY0.gif[/img] [url=http://i.cubeupload.com/iZ6ZDb.gif]this got out of hand quickly[/url][/QUOTE] Lol! I like it for comedic effect.
[QUOTE=Joeyl10;46306816]so I started on a small halloween event for a server I program for and the first step was to make and compile a small candy corn model. it compiled successfully but there was a rather silly oversight in the model. [img]http://i.cubeupload.com/f3FFY0.gif[/img] [url=http://i.cubeupload.com/iZ6ZDb.gif]this got out of hand quickly[/url][/QUOTE] sometimes the best features are accidents
[QUOTE=bitches;46307353]sometimes the best features are accidents[/QUOTE] "Unintended feature" is the word.
No, that's not a bug, it's a feature!
[t]http://i.imgur.com/avDB2zY.jpg[/t] 4:3 videos works incredibly well
[QUOTE=Joeyl10;46306816]so I started on a small halloween event for a server I program for and the first step was to make and compile a small candy corn model. it compiled successfully but there was a rather silly oversight in the model. [IMG]http://i.cubeupload.com/f3FFY0.gif[/IMG] [URL="http://i.cubeupload.com/iZ6ZDb.gif"]this got out of hand quickly[/URL][/QUOTE] looks like you're using the actual model as an collision mesh rather than a separate one you could fix it (if you want) by adding a simple cone like this as the collision mesh [t]http://3kv.in/~techbot/ShareX/2014/10-23/16-50-09_195.png[/t]
[IMG]http://i.imgur.com/gUXYCBP.png[/IMG] finally finished, made a tool that searches recursively through a vmf file and its instances, exports all model and material paths, and then in gmod i add all the dynamic stuff and remaining assets quite a decrease in filesize compared to zipping the whole pack also this [t]http://i.imgur.com/TvvYebl.jpg[/t]
I'm working on a gamemode based on The Ship; hunt a person while someone else hunts you, but you also have needs to attend to It's the first gamemode I'm making that isn't on the fretta base and creating a round system was a lot easier than expected! All I've really done so far is the HUD and then mainly serverside stuff: [IMG]http://i.imgur.com/D33uvEXl.jpg[/IMG] [IMG]http://i.imgur.com/BWxMCEXl.png[/IMG] I know the globe is too big although it fuckin shouldn't be because I did everything with a 10 pixel border The HUD icons will turn a darker shade of red as they run out, which is kinda horrible and feels unefficient atm as it's basically a bunch of if satements
[QUOTE=Techbot;46311229]looks like you're using the actual model as an collision mesh rather than a separate one you could fix it (if you want) by adding a simple cone like this as the collision mesh [t]http://3kv.in/~techbot/ShareX/2014/10-23/16-50-09_195.png[/t][/QUOTE] You mean break it. >:C [editline]23rd October 2014[/editline] [QUOTE=NiandraLades;46311599]I'm working on a gamemode based on The Ship; hunt a person while someone else hunts you, but you also have needs to attend to It's the first gamemode I'm making that isn't on the fretta base and creating a round system was a lot easier than expected! All I've really done so far is the HUD and then mainly serverside stuff: [IMG]http://i.imgur.com/D33uvEXl.jpg[/IMG] [IMG]http://i.imgur.com/BWxMCEXl.png[/IMG] I know the globe is too big although it fuckin shouldn't be because I did everything with a 10 pixel border The HUD icons will turn a darker shade of red as they run out, which is kinda horrible and feels unefficient atm as it's basically a bunch of if satements[/QUOTE] nothing wrong with if statements for a single change in shading, but if it's really bothering you you could always make it a function of the percentage left.
I came up with the idea to use ManipulateBoneScale when the player gets hungry to make them look starving/give a visual indication to other people This is fine right [IMG]http://i.imgur.com/1fOf0Wcl.png[/IMG] [quote]nothing wrong with if statements for a single change in shading, but if it's really bothering you you could always make it a function of the percentage left.[/quote] I think that'd be a lot better than having a darker shade of red, every 10 units lost, so I may look into that, thank u
[QUOTE=NiandraLades;46311988]I came up with the idea to use ManipulateBoneScale when the player gets hungry to make them look starving/give a visual indication to other people This is fine right I think that'd be a lot better than having a darker shade of red, every 10 units lost, so I may look into that, thank u[/QUOTE] Here's how I do it on my game-mode ( make them thin to thick with decent looking min/max ). Mine is a more dynamic system which moves slowly ( and after bathroom, sweating, etc )... [code]// // Random Weight - test weight system - Josh 'Acecool' Moser // concommand.Add( "randomweight", function( _p,_cmd,_args ) _p.BonesDeflated = true; -- _p:InvalidateBoneCache( ); local _rand = math.Rand( 0.7, 1.3 ); print( _rand ); _args[ 1 ] = math.Clamp( _rand, 0.7, 1.3 ); for i = 0, _p:GetBoneCount( ) - 1 do if ( _p:LookupBone("ValveBiped.Bip01_Head1") != i && _p:LookupBone( "ValveBiped.Bip01_R_Hand" ) != i && _p:LookupBone( "ValveBiped.Bip01_L_Hand" ) != i ) then _p:ManipulateBoneScale( i, Vector( _args[ 1 ],_args[ 1 ],_args[ 1 ] ) ) end end _p:SetJumpPower( PLAYER_JUMP_POWER / math.Clamp(_args[ 1 ], 0.85, 1.15 ) ); _p:SetWalkSpeed( PLAYER_WALK_SPEED / _args[ 1 ] ); _p:SetRunSpeed( PLAYER_RUN_SPEED / _args[ 1 ] ); -- _p:SendLua( "Legs:WeaponChanged( nil, " .. _args[ 1 ] .. " )"); -- _p:SetupBones( ); end ); [/code]
I made a super resource heavy blur .-. [IMG]http://i.imgur.com/AQeEG0w.jpg[/IMG] How does photoshop make blur so beautiful and smooth :c EDIT: [IMG]http://i.imgur.com/OKrtNQJ.jpg[/IMG] Okay well that's a lot smoother but it's still super resource heavy...
[QUOTE=YesBacon;46312245]I made a super resource heavy blur .-. [IMG]http://i.imgur.com/AQeEG0w.jpg[/IMG] How does photoshop make blur so beautiful and smooth :c EDIT: [IMG]http://i.imgur.com/OKrtNQJ.jpg[/IMG] Okay well that's a lot smoother but it's still super resource heavy...[/QUOTE] because photoshop isn't a 3d engine that has to render it every frame
[QUOTE=Techbot;46311229]looks like you're using the actual model as an collision mesh rather than a separate one you could fix it (if you want) by adding a simple cone like this as the collision mesh [t]http://3kv.in/~techbot/ShareX/2014/10-23/16-50-09_195.png[/t][/QUOTE] I don't think he should fix it, though. I think it looks really cool!
[QUOTE=Giraffen93;46311360][IMG]http://i.imgur.com/gUXYCBP.png[/IMG] finally finished, made a tool that searches recursively through a vmf file and its instances, exports all model and material paths, and then in gmod i add all the dynamic stuff and remaining assets quite a decrease in filesize compared to zipping the whole pack also this [t]http://i.imgur.com/TvvYebl.jpg[/t][/QUOTE] Let's get some Kolbalsa up in here
[QUOTE=kila58;46313478]because photoshop isn't a 3d engine that has to render it every frame[/QUOTE] It wasn't being rendered every frame, it was one frame. But yes if it was being processed every frame that would be extremely taxing.
[QUOTE=YesBacon;46314740]It wasn't being rendered every frame, it was one frame. But yes if it was being processed every frame that would be extremely taxing.[/QUOTE] Photoshop is also using CPU and GPU. And photoshop 3d engine is pretty slow.
[QUOTE=Giraffen93;46302899][lua]surface.DrawTexturedRect(0, 0, w * (self.tex:Width()/w), h * (self.tex:Height()/h))[/lua] with the power of maths! [t]http://i.imgur.com/xbAgFh6.jpg[/t] these fucking ads tho[/QUOTE] Speaking of HTML: Are there any functions to make Awesomium shut the hell up/pipe audio in a way that makes it possible to handle it as ingame audio and set it to a certain position, etc? I'm trying to make a TV-ish-sort-of-system too, but I don't think real-life TVs have omnipresent audio that plays inside everyone's ears at all times until they're turned off.
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