GMod - What are you working on? January 2015 (#41)
781 replies, posted
[QUOTE=solid_jake;46968456]Don't sell out so easy, make him add pugs as pets
YOU'RE IN CONTROL HERE[/QUOTE]
I've searched for a pug model that works in source and came across jack-shit, it makes me eternally sad
[sp]Soon I will post my own work in this thread, I swear I'm working on something[/sp]
[QUOTE=FPtje;46968501]I only accept demands through voice messages.[/QUOTE]
[url]http://vocaroo.com/i/s1gCqXlOtU9I[/url]
ok do it now. thanks
[QUOTE=Nookyava;46966770]Finished redoing my first addon ever.
[b]Old[/b]
[video=youtube;PHrA8xmpq40]http://www.youtube.com/watch?v=PHrA8xmpq40[/video]
[b]New[/b]
[video=youtube;mNzIVkT-nWg]http://www.youtube.com/watch?v=mNzIVkT-nWg&feature=youtu.be[/video]
It's amazing how much has changed since I first did this project. (also because I can record at 60fps now)[/QUOTE]
I personally prefer the first one's looks. but looks like the newer one has some good features.
[QUOTE=LieutExcalibu;46968721][url]http://vocaroo.com/i/s1gCqXlOtU9I[/url]
ok do it now. thanks[/QUOTE]
If it was possible to automatically mute players based on their vocal range, i'd have already done it.
[QUOTE=Phoenixf129;46969112]If it was possible to automatically mute players based on their vocal range, i'd have already done it.[/QUOTE]
I hope that's a compliment. :<
[QUOTE=Nookyava;46966770]It's amazing how much has changed since I first did this project. [B](also because I can record at 60fps now)[/B][/QUOTE]
YouTube only recently added support for 60fps playback, and it only works in specific browsers. For instance, it works in Google Chrome, but not in FireFox, or Internet Explorer, iirc. It does work in safari.
[QUOTE=Phoenixf129;46969112]If it was possible to automatically mute players based on their vocal range, i'd have already done it.[/QUOTE]
You can... Muting control has been given to the game-mode / player.
ply:VoiceVolume( )
[QUOTE=MasterDaPro11;46967611]Don't mean to be a skrub, but how did you perform clipping on a 2D element like that?
I know how to use stencils with models, but I am completely oblivious on how to do it with things like that.[/QUOTE]
Stencils apply to all DRAWN things in the same way. Draw to the buffer and then draw your shape and it will be just like stencils in 3D.
This is because at the end of the day, the screen is two dimensional. Even three dimensional objects are reduced to a collection of pixels on a grid. Stencils just decide which pixels to draw and which ones to override.
[QUOTE=Acecool;46969253]You can... Muting control has been given to the game-mode / player.
ply:VoiceVolume( )[/QUOTE]
And I think he means by the pitch of their voice, not the amplitude.
[QUOTE=bobbleheadbob;46969257]Stencils apply to all DRAWN things in the same way. Draw to the buffer and then draw your shape and it will be just like stencils in 3D.
This is because at the end of the day, the screen is two dimensional. Even three dimensional objects are reduced to a collection of pixels on a grid. Stencils just decide which pixels to draw and which ones to override.[/QUOTE]
Are you actually to provide a example? Would be very helpful :)
[QUOTE=NiandraLades;46968628]I've searched for a pug model that works in source and came across jack-shit, it makes me eternally sad
[sp]Soon I will post my own work in this thread, I swear I'm working on something[/sp][/QUOTE]
Compiled this model ages ago, it's from Vindictus.
[t]https://dl.dropboxusercontent.com/u/17839069/C_033.png[/t]
[B]EDIT:[/B]
Here's the model if anyone wants it.
[url]https://dl.dropboxusercontent.com/u/17839069/puppy_model.zip[/url]
Turns out that google text to speech service has a lowish character limit, but worse, after awhile it will ask you to solve a captcha.
Any chance of gmod ever having dectalk integrated? :v:
[editline]19th January 2015[/editline]
if only google made tts a part of chrome, we could get it in an awesomium branch
I did some UI stuff (a parser for time expressions, a message formatting system, a grid layout UI control and a load of ugly networking code)
[thumb]https://dl.dropboxusercontent.com/u/7290193/Screenshots/Garrysmod/CAC/Settings6.png[/thumb]
only 4 more UI tabs to code :suicide:
[QUOTE=Acecool;46969253]You can... Muting control has been given to the game-mode / player.
ply:VoiceVolume( )[/QUOTE]
That function is dictated by your own game's volume. If you have audio turned very low in settings, the value returned by ply:VoiceVolume() will also be very low.
It's only used for highlighting the vgui voice panels when another player is talking.
[QUOTE=bitches;46970014]Turns out that google text to speech service has a lowish character limit, but worse, after awhile it will ask you to solve a captcha.
Any chance of gmod ever having dectalk integrated? :v:
[editline]19th January 2015[/editline]
if only google made tts a part of chrome, we could get it in an awesomium branch[/QUOTE]
There's always tts.peniscorp.com
[QUOTE=sacred1337;46969608]Are you actually to provide a example? Would be very helpful :)[/QUOTE]
[url]http://facepunch.com/showthread.php?t=1445253&highlight=Module[/url]
Look at that code.
[QUOTE=bitches;46970014]Turns out that google text to speech service has a lowish character limit, but worse, after awhile it will ask you to solve a captcha.
Any chance of gmod ever having dectalk integrated? :v:
[editline]19th January 2015[/editline]
if only google made tts a part of chrome, we could get it in an awesomium branch[/QUOTE]
I had the script working with the aforementioned tts.peniscorp.com but the latency was pretty high and when two people submitted a request at the same time one would either time our or return the same sound as the other.
[QUOTE=bobbleheadbob;46970232][url]http://facepunch.com/showthread.php?t=1445253&highlight=Module[/url]
Look at that code.[/QUOTE]
Didn't see that. Ty.
[QUOTE=Mista Tea;46970147]That function is dictated by your own game's volume. If you have audio turned very low in settings, the value returned by ply:VoiceVolume() will also be very low.
It's only used for highlighting the vgui voice panels when another player is talking.[/QUOTE]
I use volume 0.1 and lower; you can also divide the voice volume by your volume convar. Then you'll have a solid base line to compare volume against.
[QUOTE=bitches;46970014]Turns out that google text to speech service has a lowish character limit, but worse, after awhile it will ask you to solve a captcha.
Any chance of gmod ever having dectalk integrated? :v:
[editline]19th January 2015[/editline]
if only google made tts a part of chrome, we could get it in an awesomium branch[/QUOTE]
awesomium is updated as often as gmod is and is just as unstable; so that wouldn't change much
3D2D UI for a custom escape menu I've made.
[t]http://i.lastpengu.in/AaYPJ-hl2.jpg[/t]
you should probably up the resolution of that a bit, but it's really pretty none the less
[QUOTE=thelastpenguin;46971302]3D2D UI for a custom escape menu I've made.
[t]http://i.lastpengu.in/AaYPJ-hl2.jpg[/t][/QUOTE]
Looks awesome. I don't see a resolution problem, per se. I assume the screenshot was resized after it was taken? If it was not, I guess the font could be crisper. (btw, what are your graphics settings?)
[QUOTE=WalkingZombie;46971483]Looks awesome. I don't see a resolution problem, per se. I assume the screenshot was resized after it was taken? If it was not, I guess the font could be crisper. (btw, what are your graphics settings?)[/QUOTE]
The font is a bit blurry, yes. And that margin on the bottom... is too small.
[QUOTE=thelastpenguin;46971302]3D2D UI for a custom escape menu I've made.
[t]http://i.lastpengu.in/AaYPJ-hl2.jpg[/t][/QUOTE]
That reminds me a bit of how Warframe does their escape menu, looks great.
[QUOTE=EvacX;46971450]you should probably up the resolution of that a bit, but it's really pretty none the less[/QUOTE]
Yeah I could see upping the resolution. Right now it's rendered at around 400 x 350 pixels I think. I'll up it after school today and post new picz.
[t]http://i.lastpengu.in/mton0-hl2.jpg[/t]
[QUOTE=Robotboy655;46971577]The font is a bit blurry, yes. And that margin on the bottom... is too small.[/QUOTE]
My co-owner aStonedPenguin agrees with you. I hadn't noticed that but I'll fix it.
How did you blur the stuff behind the 3D2D panel? Stencils?
[QUOTE=Arizard;46972962]How did you blur the stuff behind the 3D2D panel? Stencils?[/QUOTE]
Same as you'd do with non 3D 2D panels I'd guess.
[editline]20th January 2015[/editline]
[url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/derma/derma_utils.lua#L15-L42[/url]
[QUOTE=Robotboy655;46973016]Same as you'd do with non 3D 2D panels I'd guess.
[editline]20th January 2015[/editline]
[url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/derma/derma_utils.lua#L15-L42[/url][/QUOTE]
Nah. The blurr texture massively derps in 3D space... if I get a chance I'll post screenshot of what it looks like without the rendering tricks I used. Basically the blur texture takes some fragment of the screen and blurs that, that fragment obviously isn't going to properly map to what's actually behind the panel after the 3d projection has been applied, so you'll get a blurred segment of some random part of the screen... it looks pretty weird but a bit awesome.
I did as Arizard suggested use stencils for it.
[t]http://i.imgur.com/BmcntKU.jpg[/t]
Took me about 15 minutes to get it right. Had to use custom material tho. ( Edited pp/dof with solid $basetexture )
[editline]20th January 2015[/editline]
[t]http://i.imgur.com/qsFP7ce.png[/t]
[editline]20th January 2015[/editline]
[code]
hook.Add( "PostDrawTranslucentRenderables", "example", function()
cam.Start3D2D(Vector( 0, 0, 0 ), Angle( 0, 0, 0 ), .1 )
local matBlurScreen = Material( "dof" )
surface.SetMaterial( matBlurScreen )
surface.SetDrawColor( 255, 255, 255, 255 )
for i=1, 10 do
matBlurScreen:SetFloat( "$blur", Fraction )
matBlurScreen:Recompute()
render.UpdateFullScreenDepthTexture( )
render.UpdatePowerOfTwoTexture( )
render.UpdateRefractTexture( )
if ( render ) then render.UpdateScreenEffectTexture() end -- Todo: Make this available to menu Lua
surface.DrawTexturedRect( - ScrW()/2, 0, ScrW(), ScrH() )
end
// Black box overlay + outline
draw.RoundedBox( 0, - ScrW()/2, 0, ScrW(), ScrH(), Color(0,0,0, 200) )
surface.SetDrawColor( 0, 0, 0, 255 )
for i=0,5 do
surface.DrawOutlinedRect( -ScrW()/2 + i, 0 + i, ScrW() - i*2, ScrH() - i*2 )
end
cam.End3D2D()
end
end )[/code]
dof.vmt ( I am sure you can pick something better than models/wireframe and strip it down more )
[code]
"Refract"
{
"$model" 1
"$dudvmap" "models/wireframe"
"$normalmap" "models/wireframe"
"$refractamount" "0"
"$vertexalpha" "1"
"$vertexcolor" "1"
"$translucent" "1"
"$forcerefract" 1
"$bluramount" "1"
"$nofog" "1"
"Refract_DX60"
{
"$fallbackmaterial" "null"
}
}
[/code]
Now someone make an Aero panel skinset.
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