[QUOTE=rebel1324;52336455]
[img]http://i.imgur.com/IS7dbxn.jpg[/img][/QUOTE]
This is somewhat entirely unrelated, but how the fuck did you get text into a texture on a RenderTarget for players? I've been trying to do this for the past few weeks but I simply cant.
[QUOTE=kpjVideo;52337007]This is somewhat entirely unrelated, but how the fuck did you get text into a texture on a RenderTarget for players? I've been trying to do this for the past few weeks but I simply cant.[/QUOTE]
Join Meme Defence Force
or you can contact me later
[QUOTE=kpjVideo;52337007]This is somewhat entirely unrelated, but how the fuck did you get text into a texture on a RenderTarget for players? I've been trying to do this for the past few weeks but I simply cant.[/QUOTE]
You can either draw into the original texture, which will affect [b]all[/b] occurrences of it, or duplicate the original texture into a new name and draw into there, then apply it to your model via a new material.
Either way, use the global GetRenderTarget to acquire the texture. The thing you need to remember is that "texture" and "render target" are the same thing.
I made it so I could edit bodygroups from nutscript's F1 menu by clicking on the model preview.
[URL="https://i.gyazo.com/1882578dd5b67eb1e0d36a085867e98f.mp4"]Apparently I don't know how to format on FP worth a damn so here's a link to the video.[/URL]
I'd like to share with you all my progress on my Parkour Deathmatch gamemode I showcased a while back.
[video=youtube;CMI8fTM-FzQ]https://www.youtube.com/watch?v=CMI8fTM-FzQ[/video]
I now have a fully featured perk system, as well as my weapon menu that I've wanted to implement since day one.
It's finally all starting to come together!
[QUOTE=Darkomni;52339991]I'd like to share with you all my progress on my Parkour Deathmatch gamemode I showcased a while back.
[video=youtube;CMI8fTM-FzQ]https://www.youtube.com/watch?v=CMI8fTM-FzQ[/video]
I now have a fully featured perk system, as well as my weapon menu that I've wanted to implement since day one.
It's finally all starting to come together![/QUOTE]
That looks awesome man, nice job.
A suggestion, you should redesign the DFrame that you closed at the beginning, if you're struggling to do that (I assume you're not), but I'd be willing to give you some pointers, hit me up on steam if thats the case.
EDIT: When I say redesign, I mean recolouring etc.
[QUOTE=Havasu;52342122]That looks awesome man, nice job.
A suggestion, you should redesign the DFrame that you closed at the beginning, if you're struggling to do that (I assume you're not), but I'd be willing to give you some pointers, hit me up on steam if thats the case.
EDIT: When I say redesign, I mean recolouring etc.[/QUOTE]
The "Message of the Day" panel? It's reused from over four or five months ago, back when I was first learning how to program. I just haven't bothered to replace it yet.
I don't have the time to record a video of the progress I've made on this so far, but I will say right now I'm working on an AI that generates its own nodes for path-finding on the fly - I'm talking node-maps that cover the entire map and are all generated by that NPC as it moves around on its own.
Right now I've got an oct-tree class I've made, and I can quickly "evaluate" new nodes and connections between them by moving an entity around a map. I can store thousands of nodes and connections and thanks to the oct-tree it still runs relatively smoothly... I know this post is a massive cock-tease, and I'm sorry about that. I'll talk about it more later, I've got things to do :tired:
EDIT: Also, for the uninformed, I've done custom path systems in the past for Garry's Mod (my Weeping Gman Sent, my Clockblocker's NPCs, etc...). This project is in it's infancy right now.
Some of these featured scripts make my willy red and hot
I know it isn't much but I may as well share what I've been dabbling in. ProjectedTextures have been on my radar for a while so here's a simple script to put a flashlight on the client's head.
[video=youtube;deDDQLAnjK0]https://www.youtube.com/watch?v=deDDQLAnjK0[/video]
[CODE]-- lua/autorun/client/test.lua
proj = ProjectedTexture()
proj:SetPos(vec)
proj:SetTexture( "effects/flashlight/soft.vmt" )
proj:SetEnableShadows(true)
hook.Add("PreDrawOpaqueRenderables","FixLight",function()
local eye = LocalPlayer():GetEyeTrace()
proj:SetPos(eye.StartPos + Vector(10,0,0))
proj:SetAngles(eye.Normal:Angle())
proj:Update()
end)[/CODE]
I've been lurking for A LONG TIME and it's small snippets like these (and that stencil buffer tutorial) which are easy to understand and help kindle ideas for projects (or I end up running around a map for hours.)
Been working on improving the flying base navigation when it's chasing an enemy
Also making a idle wandering system but it's not done yet, so I haven't included it in the video
[video=youtube;Upp2Iacfx4k]http://www.youtube.com/watch?v=Upp2Iacfx4k[/video]
[QUOTE=vrej;52355937]Been working on improving the flying base navigation when it's chasing an enemy
Also making a idle wandering system but it's not done yet, so I haven't included it in the video
[video=youtube;Upp2Iacfx4k]http://www.youtube.com/watch?v=Upp2Iacfx4k[/video][/QUOTE]
I love it when my SNPCs Flying Flying.
Ok, as promised, here's a clip of my WIP AI. My hope is to make an NPC able to to traverse any map without any navmeshes nor node data, one that has to explore to learn about its surroundings.
[video]https://youtu.be/dmftpXQcZaw[/video]
[video]https://youtu.be/Q-DN1bgYrAE[/video]
If YouTube isn't working for you (apparently it's blocked in some places - go figure), [url=https://my.mixtape.moe/ywfqjo.mp4]here's another copy of the video[/url] that any reasonably modern browser should be able to stream just fine. Either way, hope you like it.
[QUOTE=zomgfoo;52356128][video]https://youtu.be/Q-DN1bgYrAE[/video]
If YouTube isn't working for you (apparently it's blocked in some places - go figure), [url=https://my.mixtape.moe/ywfqjo.mp4]here's another copy of the video[/url] that any reasonably modern browser should be able to stream just fine. Either way, hope you like it.[/QUOTE]
Holy fuck, that's very pretty.
Has a very Deus-Ex-esque feel.
[media]https://www.youtube.com/watch?v=Xz1gniny4to[/media]
I needed a way for players to get across large maps for my king of the hill gamemode so I made this after an 8 hour long coding session. I'm not familiar with physics and really vector math as a whole so this was such a bitch to make it hover.
Also the weapon shooting feature wasn't of my work. It's from here: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=601411453[/url]
[QUOTE=ROFLBURGER;52356977] after an 8 hour long coding session.[/QUOTE]
i cant go 15 minutes without clicking off to youtube
[QUOTE=Tupac;52357273]i cant go 15 minutes without clicking off to youtube[/QUOTE]
I take joy out of coding in garrysmod because it's a challenge that isn't boring and I have so many things I could be working on so there's just so much variety. One moment I could be working on my ai, another moment I could be working on my weapon base, another moment I could be working on my clusterfuck of a gamemode, another moment I could be working on a new idea I thought of.
[QUOTE=raubana;52356027]My hope is to make an NPC able to to traverse any map without any navmeshes nor node data[/QUOTE]
Why was this not part of the game originally... I don't understand...
Although I do want to say that you're kind of recreating what nav_generate already does - even if it is in real time and with a custom NPC (which is fantastic nonetheless)
Poly Circle with Stencil
[media]https://www.youtube.com/watch?v=CKCy3F_3MNU&feature=youtu.be[/media]
[editline]14th June 2017[/editline]
based on Payday 2's way.
[media]https://www.youtube.com/watch?v=Sapsa53JEJM[/media]
PEY DEY TEW
Wasn't sure if I should post here or the gmod Competition thread but I'll do both just in case
[QUOTE=Pigsy;52357485]In the middle of a Star Wars duel gamemode. Will soon add a ton of different characters and work on jetpacks and such. For now I have lightsaber combat done with animation ports of a few games including Chivalry.
[video=youtube;DLusiRa01JU]http://www.youtube.com/watch?v=DLusiRa01JU[/video][/QUOTE]
[QUOTE=MPan1;52357485]Why was this not part of the game originally... I don't understand...[/QUOTE]
Because it's expensive and hard to make robust for some situations. You gotta remember how old the source engine is, m8.
[QUOTE=Pigsy;52360484]Wasn't sure if I should post here or the gmod Competition thread but I'll do both just in case[/QUOTE]
Hey I recognize those animations! Are you using my animation base and my roll mod?
More the animation base and less the roll mod :v:
[QUOTE=solid_jake;52361060]Hey I recognize those animations! Are you using my animation base and my roll mod?
More the animation base and less the roll mod :v:[/QUOTE]
Hey and no I'm not. I'm using my own animation library but it appears we had similar ideas in terms of the Blade Synphony anims for some movement and as you say, rolling. Again, sorry for the confusion.
[media]https://www.youtube.com/watch?v=zmC19tnh5oc[/media]
Last video, it's pretty much done at this point. Only thing that's missing is a crosshair but I gave up on the math involving that so I decided to just make it autoaim + lead moving targets since that was far easier to do.
[QUOTE=ROFLBURGER;52364822]....
Last video, it's pretty much done at this point. Only thing that's missing is a crosshair but I gave up on the math involving that so I decided to just make it autoaim + lead moving targets since that was far easier to do.[/QUOTE]
Maybe average the vehicle's vector + the player's vector and do Vector:ToScreen?
[QUOTE=find me;52365480]Maybe average the vehicle's vector + the player's vector and do Vector:ToScreen?[/QUOTE]
I tried so many solutions including solutions that should work but I have a sneaky suspicion that it has something to do with with vehicle/calcview fuckery that I don't want to deal with.
[QUOTE=ROFLBURGER;52364822]Only thing that's missing is a crosshair but I gave up on the math involving that[/QUOTE]
What math? Just use a trace, get its HitPos, and ToScreen it. I would also make the trace pretty short (say 500 units or so) and, if it doesn't hit, use the EndPos.
[QUOTE=NeatNit;52365863]What math? Just use a trace, get its HitPos, and ToScreen it. I would also make the trace pretty short (say 500 units or so) and, if it doesn't hit, use the EndPos.[/QUOTE]
endpos == HitPos if the trace doesn't hit.
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