• GMod - What are you working on? January 2015 (#41)
    781 replies, posted
[QUOTE=PelPix123;46922446]Sampler also helps with sampling small details that are not microfacet details in a strict sense. It's especially evident when these small details massively influence shading. This material is made of extremely high-detail, very sharp concentric rings. Each circle of rings is a 4096x4096 normal map. Stock source tries to sample it: [t]http://www.pelpix.info/gm_construct0011.jpg[/t] Sampler converges: [t]http://www.pelpix.info/gm_construct0012.jpg[/t][/QUOTE] oh that is REALLY fucking sexy.
[QUOTE=Author.;46920538][t]http://i.imgur.com/7D4qrGg.png[/t] don't worry, that bf4 hud is just temporary until I make my own. (this is a battlefield 4 replica in garry's mod. no, not some darkrp edit) still looking for good battlefield maps to fit conquest, so if you have any ideas of a good map, please come forward :smile:[/QUOTE] Good thing you're not going to keep the BF4 Hud This one is made by kids, they just took a screenshot, scalled it up to add blur and released it. C'mon guys if you want to make a HUD based on a game, don't take a screenshot, make it from scratch, or export the textures (textures from the resources files, not ripped textures, that's not the same thing) , in BF4 the HUD is rendered using Scaleform GFx, it means everything is vectorized using flash files system (.gfx), that's why you can't draw textures but you have to draw vectorized shapes or pseudo-vectorized textures to make "nice lines" and not blury-shit-ugly-lines. [URL="http://facepunch.com/showthread.php?t=1244154&p=39435636&viewfull=1#post39435636"]This guy explain/show the pseudo-vectorized-textures system from the source engine (VMT/F textures only)[/URL] After going on the link he gives, and changing your VMT files, you'll need to change the VTF options like these ones : If you're lazy, just take this VMT and configuration [CODE]"UnlitGeneric" { "$basetexture" "crysis_button" <- change this by your texture name "$translucent" 1 "$vertexalpha" 1 "$vertexcolor" 1 $translucent 1 $distancealpha 1 $softedges 1 $edgesoftnessstart 0.9 $edgesoftnessend 0.65 $scaleedgesoftnessbasedonscreenres 2 $vertexcolor 1 $vertexalpha 1 $no_fullbright 1 $ignorez 1 }[/CODE] [QUOTE][IMG]http://puu.sh/eu1ip/e8a4e27705.png[/IMG][/QUOTE]
shrooms [media]http://www.youtube.com/watch?v=hdPF0iaZKMU[/media]
[QUOTE=Giraffen93;46924464]shrooms [media]http://www.youtube.com/watch?v=hdPF0iaZKMU[/media][/QUOTE] I love how it's not just some post-processing effect. That model scaling is hilarious.
Oh my god...How
[QUOTE=PelPix123;46927267]I just realized: There's only one right answer to the question of "What do I do with a reflective floor?" [t]http://www.pelpix.info/reflectivity_test0004.jpg[/t] [t]http://www.pelpix.info/reflectivity_test0005.jpg[/t] [t]http://www.pelpix.info/reflectivity_test0006.jpg[/t] This is absolutely gorgeous in motion. Just walking around and looking at it. Holy shit.[/QUOTE] Optimize for high quality in real time. Fix any glitches (like Alyx from an [URL="http://facepunch.com/showthread.php?p=46908560#post46908560"]older post[/URL]), then submit this to Garry (or team Garry) for permanent inclusion in the default game files. (of course, with an option to disable for slow pc's) I say this because that is incredible! Amazing work!
[QUOTE=PelPix123;46927267]I just realized: There's only one right answer to the question of "What do I do with a reflective floor?" [t]http://www.pelpix.info/reflectivity_test0004.jpg[/t] [t]http://www.pelpix.info/reflectivity_test0005.jpg[/t] [t]http://www.pelpix.info/reflectivity_test0006.jpg[/t] This is absolutely gorgeous in motion. Just walking around and looking at it. Holy shit.[/QUOTE] Holy fucking shit.
What happens if all the walls are that reflective metal with light sources inside?
I mean to say if all the walls were that material would they all keep reflecting off each other as if being in a room full of mirrors.
[t]http://i.cubeupload.com/3LTV6i.jpg[/t] The co-owner who was paying the server bills wants out, so the server I coded and administrated for is going down. I figured I might as well give it a proper funeral. Of course, it gets closer over time and plays the final hour music when the time comes.
[QUOTE=PelPix123;46927575]Yeah but the lights wouldn't be reflected so it wouldn't be as cool.[/QUOTE] I can't imagine that'd be very good... but would it really work? You render in an order, even if it's in the same function without any timers. The first wall rendered wouldnt see the new render of the last wall; conversely, the last wall wouldnt see the original version of the first wall.
[QUOTE=Wyozi;46921181]I've been prototyping a package manager for Garry's Mod. I initially considered a single-binary using Rust or Go, but figured that the best way to do the whole thing is to have the package manager be a normal addon. Server owner could call for example [CODE]gmpm install ulx[/CODE], and the package manager would somehow (probably using http.Fetch and some kind of pure-lua unzipper) install the addon to a subfolder in the data folder (because it is the only writable folder without binary modules). The package manager would then read gmpm.json in the root folder of the unzipped addon, figure out if there are any dependencies and fetch them if needed. The lua files in lua/autorun relative to the addon would be executed using RunString, but include would have to be overridden somehow to find files in gmod packages. I thought about the possibility of having some kind of central package repository, but because it is Garry's Mod we're talking about, it's probably better to have a couple of the most common addons hardcoded in and have the rest use direct git paths. That way you wouldn't even need the addons in git to have a gmpm.json file, as you could just fetch the latest commit in master branch. Even if hacky, it would be a pretty interesting system. Currently the trend seems to be packing everything you can possibly need into an addon (especially with steam workshop and its stupid .gma files). The main problem is that if it ever got any popularity, it would be better for it to be just included in core garrysmod code by _Kilburn. Workshop is nice for average darkrp servers, but it fits developers worse than legacy addons. I don't know, maybe I've been coding too much node.js lately.[/QUOTE] [url]http://fcpn.ch/dkj4S[/url] may help you out with your project
Have been working on and off on a workshop(/garrysmod.org)-esque site with added features such as optional GitHub API integration, a more feature filled errors.garrysmod.org and lua_error_url library. Most of it is complete or at least functional. Not sure how much people would even like/use something like this so I don't know if it will go live when completed. Has been fun to make either-way. Unflattering image. Needs a design once everything is completed. [url]https://i.imgur.com/ZJmFtx3.png[/url] I know that GMAD.cf and Open Scripts threads already exist but they don't really show any sign of life.
[QUOTE=Joeyl10;46927647][t]http://i.cubeupload.com/3LTV6i.jpg[/t] The co-owner who was paying the server bills wants out, so the server I coded and administrated for is going down. I figured I might as well give it a proper funeral. Of course, it gets closer over time and plays the final hour music when the time comes.[/QUOTE] Please record it when the time comes. I wanna see how you did it!
[QUOTE=buu342;46930876]Please record it when the time comes. I wanna see how you did it![/QUOTE] It's just a ClientsideModel, a bit of arithmetic using os.time and sound.PlayURL for the music.
[QUOTE=ExtReMLapin;46924279]Good thing you're not going to keep the BF4 Hud This one is made by kids, they just took a screenshot, scalled it up to add blur and released it. C'mon guys if you want to make a HUD based on a game, don't take a screenshot, make it from scratch, or export the textures (textures from the resources files, not ripped textures, that's not the same thing) , in BF4 the HUD is rendered using Scaleform GFx, it means everything is vectorized using flash files system (.gfx), that's why you can't draw textures but you have to draw vectorized shapes or pseudo-vectorized textures to make "nice lines" and not blury-shit-ugly-lines. [/QUOTE] I laugh every time you go on this rant :v: Its not images from a game as I have stated time and time again. They where hand create by my friend. I mean come on the mini map isn't even close to the source material. But sorry that they aren't up to your royal standards my lord. He made some BattleField remakes in photo shop and wanted it to be a hud so I did it. Not everything has to be up to AAA standards its a free mod in a sand box game for fuck sake.
[QUOTE=ExtReMLapin;46924279]Good thing you're not going to keep the BF4 Hud This one is made by kids, they just took a screenshot, scalled it up to add blur and released it. C'mon guys if you want to make a HUD based on a game, don't take a screenshot, make it from scratch, or export the textures (textures from the resources files, not ripped textures, that's not the same thing) , in BF4 the HUD is rendered using Scaleform GFx, it means everything is vectorized using flash files system (.gfx), that's why you can't draw textures but you have to draw vectorized shapes or pseudo-vectorized textures to make "nice lines" and not blury-shit-ugly-lines. [URL="http://facepunch.com/showthread.php?t=1244154&p=39435636&viewfull=1#post39435636"]This guy explain/show the pseudo-vectorized-textures system from the source engine (VMT/F textures only)[/URL] After going on the link he gives, and changing your VMT files, you'll need to change the VTF options like these ones : If you're lazy, just take this VMT and configuration [CODE]"UnlitGeneric" { "$basetexture" "crysis_button" <- change this by your texture name "$translucent" 1 "$vertexalpha" 1 "$vertexcolor" 1 $translucent 1 $distancealpha 1 $softedges 1 $edgesoftnessstart 0.9 $edgesoftnessend 0.65 $scaleedgesoftnessbasedonscreenres 2 $vertexcolor 1 $vertexalpha 1 $no_fullbright 1 $ignorez 1 }[/CODE][/QUOTE] Wait, so this makes an exact copy of the BF4 HUD? What about all that text? What I would've thought to be the problem would be the 3D2D style of it, no idea how to replicate that part as of now.
[QUOTE=Author.;46932680]Wait, so this makes an exact copy of the BF4 HUD? [/QUOTE] No it helps keep textures from being a blurry mess.
[QUOTE=PelPix123;46927267]I just realized: There's only one right answer to the question of "What do I do with a reflective floor?" [t]http://www.pelpix.info/reflectivity_test0004.jpg[/t] [t]http://www.pelpix.info/reflectivity_test0005.jpg[/t] [t]http://www.pelpix.info/reflectivity_test0006.jpg[/t] This is absolutely gorgeous in motion. Just walking around and looking at it. Holy shit.[/QUOTE] I assume you've used [U]RenderTargets[/U] to generate that live picture of the world instead of our outdated env_cube system that exists. Applying a bump map and a [U]blur-filter[/U] gives you that shiny result. This by far is such a great idea. Glad someone thought of it because env_cubes are terribly outdated. I don't think it'd be that difficult to replicate either. Great stuff man, this brings new life to gmod.
So, I have tried to add fancy effects to my weather thing... [t]http://i.imgur.com/xBINKuD.jpg[/t] Works with colors: [t]http://i.imgur.com/Ui8Natb.png[/t] And the flashlight: [t]http://i.imgur.com/2W3dDUB.jpg[/t] Unfortunately, there's just no way GMod can handle this amount of particles + a think function for each, and I can't even reference the env_projectedtexture entity from client, so it is horribly slow and well, not a thing that I can release. [editline]15th January 2015[/editline] Here's the new death screen for GMS too I guess: [t]http://i.imgur.com/yK447nJ.jpg[/t]
Has anyone figured out how to make static props lighten up again after setting lightmap stuff? Or is it just broken? [editline]14th January 2015[/editline] [img]http://i.imgur.com/2EOkLWj.png[/img] it was bound to happen... [media]http://www.youtube.com/watch?v=psjauozbT20[/media]
[QUOTE=Robotboy655;46934257]So, I have tried to add fancy effects to my weather thing... [t]http://i.imgur.com/xBINKuD.jpg[/t] Works with colors: [t]http://i.imgur.com/Ui8Natb.png[/t] And the flashlight: [t]http://i.imgur.com/2W3dDUB.jpg[/t] Unfortunately, there's just no way GMod can handle this amount of particles + a think function for each, and I can't even reference the env_projectedtexture entity from client, so it is horribly slow and well, not a thing that I can release. [editline]15th January 2015[/editline] Here's the new death screen for GMS too I guess: [t]http://i.imgur.com/yK447nJ.jpg[/t][/QUOTE] Are the cars normal scale?
[QUOTE=EthanTheGreat;46934578]Are the cars normal scale?[/QUOTE] He posts about adding new fancy particles into a weather system and about flashlights and how the particles will lags the game to much. Also not forgetting the nice looking death screen and you ask "Are the cars normal scale?" Dam you.. On other things it kinda sucks that Garry's mod can't handle the particles it does look very nice.
[QUOTE=PelPix123;46927267]I just realized: There's only one right answer to the question of "What do I do with a reflective floor?" [t]http://www.pelpix.info/reflectivity_test0004.jpg[/t] [t]http://www.pelpix.info/reflectivity_test0005.jpg[/t] [t]http://www.pelpix.info/reflectivity_test0006.jpg[/t] This is absolutely gorgeous in motion. Just walking around and looking at it. Holy shit.[/QUOTE] How much of a FPS impact do you think this has at average?
[QUOTE=TpsTheHunter;46935723]How much of a FPS impact do you think this has at average?[/QUOTE] Given the FPS drop that the portal gun had using just two render targets, I'm guessing about 20-30. [editline]clarity[/editline] 20-30 fps in total, that is; not a reduction of 20-30.
[QUOTE=bobbleheadbob;46936648]Given the FPS drop that the portal gun had using just two render targets, I'm guessing about 20-30.[/QUOTE] I set the portal depth to the maximum with no frame drop? (with ALL graphics related settings at maximum, including AA, AT, MB, HDR, etc.) at 1920x1080, VSync though. No frame drop in Portal 2 either, on max settings, at 1920x1080, in Co-Op mode, with 4 portals on screen at once.
He's talking about the addon...
[QUOTE=Nookyava;46937066]He's talking about the addon...[/QUOTE] Ah. I don't know much about that one. How is this post dumb? Is it because I'm not up to date with the shit everyone else here does? Seriously? I don't know much about this particular "Portal Gun addon", other than it involved a portal gun, apparently with portals that render using 2 RT textures.
Just added autocomplete to my adminmod. [t]http://p.sup.sx/i/1421311676.gif[/t] [t]http://p.sup.sx/i/1421311637.gif[/t]
[QUOTE=EthanTheGreat;46934578]Are the cars normal scale?[/QUOTE] As I said before, those are the TDM cars from workshop.
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