• GMod - What are you working on? August 2017 (#72)
    224 replies, posted
Favorite tools?
[QUOTE=rebel1324;52566408]Favorite tools?[/QUOTE] Precision Edit: I'm going to pretend I was making a joke and not just being a retard.
[QUOTE=Yashirmare;52566638]Precision[/QUOTE] Precision Alignment, and smart snap - a must have for me :) #edit freaking hell, I have just realized this guy was suggesting the "favorite" feature, not asking us for favorite tools. smh. I am dumb.
[img]https://dl.dropboxusercontent.com/u/7290193/Screenshots/Garrysmod/KYAA.png[/img] I rendered an antialiased triangle with engine antialiasing turned off. :dance: (it works on arbitrary shapes as long as they're not textured)
[QUOTE=ZeroToHero;52564975]They came from HL2. Just look up HL2 particle effects online and you'll find it.[/QUOTE] I found the list for episode two, is that what you used? I checked the hl2 list using the particle editor but I didn't see anything that resembled the effects that you used.
Doing "properties"/real-estate for a new gamemode and I'm trying to figure out an elegant way of displaying door data. I'm a big fan of having the text "flat" against the door, so I tried some 3D2D text with a divider rectangle: [t]http://i.imgur.com/hJIlDdl.jpg[/t] [t]http://i.imgur.com/UEo03Bl.jpg[/t] The text is rendered in PostDrawTranslucentRenderables which lets me draw over the top of translucent surfaces (i.e. the doors in the Amber Room). However, I have some issues: * The "divider" between the property name and the owner on the door isnt part of the text, there for it isnt anti aliased at all and looks a bit dodgy. * The text as to be really small, otherwise it will clip into the world on some doorways. * I have to offset the text from the center to prevent it being rendered inside the door. This means that for some doors, the text sticks out further than others (since its a fixed offset instead of calculated based on something like the OBB). * Brush doors are "special" since they have no world-relative rotation. Because the text has to be so small, this happens: [t]http://i.imgur.com/dyeU80j.jpg[/t] Not as bad: [t]http://i.imgur.com/nXvN1Sq.jpg[/t] Also the doors in the last picture (the Amber Room double doors) have retarded OBB: [t]http://i.imgur.com/uFEDpcb.png[/t] So I had to treat doors with this model as a special case and decrease the [I]maxs[/I] for them. If anyone has any ideas for making the text display more elegant I'm open to suggestions. One thought that has crossed my mind is to create a few different sized fonts and choose one based on the width of the OBB or something like that so that bigger doors get bigger text.
[QUOTE=G4MB!T;52567817]Doing "properties"/real-estate for a new gamemode and I'm trying to figure out an elegant way of displaying door data. I'm a big fan of having the text "flat" against the door, so I tried some 3D2D text with a divider rectangle: [t]http://i.imgur.com/hJIlDdl.jpg[/t] [t]http://i.imgur.com/UEo03Bl.jpg[/t] The text is rendered in PostDrawTranslucentRenderables which lets me draw over the top of translucent surfaces (i.e. the doors in the Amber Room). However, I have some issues: * The "divider" between the property name and the owner on the door isnt part of the text, there for it isnt anti aliased at all and looks a bit dodgy. * The text as to be really small, otherwise it will clip into the world on some doorways. * I have to offset the text from the center to prevent it being rendered inside the door. This means that for some doors, the text sticks out further than others (since its a fixed offset instead of calculated based on something like the OBB). * Brush doors are "special" since they have no world-relative rotation. Because the text has to be so small, this happens: [t]http://i.imgur.com/dyeU80j.jpg[/t] Not as bad: [t]http://i.imgur.com/nXvN1Sq.jpg[/t] Also the doors in the last picture (the Amber Room double doors) have retarded OBB: [t]http://i.imgur.com/uFEDpcb.png[/t] So I had to treat doors with this model as a special case and decrease the [I]maxs[/I] for them. If anyone has any ideas for making the text display more elegant I'm open to suggestions. One thought that has crossed my mind is to create a few different sized fonts and choose one based on the width of the OBB or something like that so that bigger doors get bigger text.[/QUOTE] Maybe make permanent properties which can be raided offline but then relocked when the raid is over. Have an entity sign (like a for sale thing, sold when bought) that can be childed to each property by making an invisable box (maybe multiple boxes for the same property) where all the doors in those boxes will become bought by whoever buys the sign. Put all your information into that sign instead of 2d3d. Just an idea. Also, make it configurable of the price of the property, and other shit. EDIT* If you, by the big chance, don't want to do that. Go look at other peoples addons from the workshop.
Finished up the barrier thing. You can stand on the prop while it moves now, and it won't block bullets when closed [video]https://youtu.be/n_WY6xMvdOg[/video]
[QUOTE=Atebite;52568337]Finished up the barrier thing. You can stand on the prop while it moves now, and it won't block bullets when closed [video]https://youtu.be/n_WY6xMvdOg[/video][/QUOTE] How tho? Being able to move things with people on them is something I just generally need
[QUOTE=a1steaksa;52568620]How tho? Being able to move things with people on them is something I just generally need[/QUOTE] Stenciling if you want it to come out of the ground. If you're talking about already having it stenciled, just lerp the ent with the collisions set.
[QUOTE=PerkyMcRibs;52568745]Stenciling if you want it to come out of the ground. If you're talking about already having it stenciled, just lerp the ent with the collisions set.[/QUOTE] Could you show us the physics moving part? I tried to do something similar, and I have lerped/smoothed out the pos to the target pos, but the props ultimately morphed into the player. Then I found out about those: [url]http://wiki.garrysmod.com/page/Entity/PhysicsInitShadow[/url] [url]http://wiki.garrysmod.com/page/PhysObj/UpdateShadow[/url] [url]http://wiki.garrysmod.com/page/PhysObj/ComputeShadowControl[/url] Supposedly we are supposed to use them, so we can update the pos with collisions, but it had its own problems, as I couldn't achieve fully linear/constant speed with those. So if you don't mind, can I ask for your solution? :) #edit what happens if a person stands underneath the platform when it goes down? :)))
[QUOTE=RaKo;52568755]Could you show us the physics moving part? I tried to do something similar, and I have lerped/smoothed out the pos to the target pos, but the props ultimately morphed into the player. Then I found out about those: [url]http://wiki.garrysmod.com/page/Entity/PhysicsInitShadow[/url] [url]http://wiki.garrysmod.com/page/PhysObj/UpdateShadow[/url] [url]http://wiki.garrysmod.com/page/PhysObj/ComputeShadowControl[/url] Supposedly we are supposed to use them, so we can update the pos with collisions, but it had its own problems, as I couldn't achieve fully linear/constant speed with those. So if you don't mind, can I ask for your solution? :) #edit what happens if a person stands underneath the platform when it goes down? :)))[/QUOTE] I don't know how to do what the other guy did. I'm not the guy who made it. I say just find a hacky way to update the player pos based on the ent pos. What I do know if you set the pos of the ent, it will just go inside the player, so maybe try and find a way to make the actual game move the ent where it needs to go, don't set the pos. Also, why are you using shadows? It has nothing to do with what you're trying to make. It's legit just editing the shadows or ent's.
[QUOTE=PerkyMcRibs;52568796]I don't know how to do what the other guy did. I'm not the guy who made it. I say just find a hacky way to update the player pos based on the ent pos. What I do know if you set the pos of the ent, it will just go inside the player, so maybe try and find a way to make the actual game move the ent where it needs to go, don't set the pos. Also, why are you using shadows? It has nothing to do with what you're trying to make. It's legit just editing the shadows or ent's.[/QUOTE] No, shadows is just a retarded name of it imo, it doesn't actually move the [B]SHADOWS[/B], it does what SetPos does, but retaining physics, so you could make a linear path with it (you jump on something moving, you move with it or when something moving goes against you, it pushes you) And sorry, didn't notice who I was quoting, I wonder how Atebite did it, because it was updated with completely linear path, which I tried to achieve, but those functions which I gave you, internally were designed to work with lerping (thus smoothing out) the movements.
[QUOTE=RaKo;52568822]No, shadows is just a retarded name of it imo, it doesn't actually move the [B]SHADOWS[/B], it does what SetPos does, but retaining physics, so you could make a linear path with it (you jump on something moving, you move with it or when something moving goes against you, it pushes you) And sorry, didn't notice who I was quoting, I wonder how Atebite did it, because it was updated with completely linear path, which I tried to achieve, but those functions which I gave you, internally were designed to work with lerping (thus smoothing out) the movements.[/QUOTE] Maybe you have to make the player a "shadow" first? [url]http://wiki.garrysmod.com/page/Entity/MakePhysicsObjectAShadow[/url]
I figured that the mimics in my gamemode needed to be a little more terrifying, so I gave them a little more character. [video]https://youtu.be/Zatsog7ptSc[/video]
[QUOTE=raubana;52568946]I figured that the mimics in my gamemode needed to be a little more terrifying, so I gave them a little more character. [video]https://youtu.be/Zatsog7ptSc[/video][/QUOTE] Um, that's.....cool.
[QUOTE=a1steaksa;52568620]How tho? Being able to move things with people on them is something I just generally need[/QUOTE] I used [URL="https://developer.valvesoftware.com/wiki/Func_movelinear"]func_movelinear[/URL]. Takes away all the worries of writing your own collision and movement code. Once you get it down it's really simple [QUOTE=RaKo;52568755]what happens if a person stands underneath the platform when it goes down? :)))[/QUOTE] You'd likely get crushed into the ground :( Might look into custom collisions for very large and open props, though
Ignore mouse detection, I know it's off but it's still WIP [video=youtube;LwIIIlaBlZA]http://www.youtube.com/watch?v=LwIIIlaBlZA[/video]
[QUOTE=Pigsy;52569471]Ignore mouse detection, I know it's off but it's still WIP [video=youtube;LwIIIlaBlZA]http://www.youtube.com/watch?v=LwIIIlaBlZA[/video][/QUOTE] It's a shame gmod has to be the game to run it. Unless you fixed the physics too. That would be cool.
[QUOTE=Atebite;52569205]I used [URL="https://developer.valvesoftware.com/wiki/Func_movelinear"]func_movelinear[/URL]. Takes away all the worries of writing your own collision and movement code. Once you get it down it's really simple You'd likely get crushed into the ground :( Might look into custom collisions for very large and open props, though[/QUOTE] That was my greatest fear. I've fiddled with those before and they were a bit of a pain to get going
[QUOTE=a1steaksa;52569720]That was my greatest fear. I've fiddled with those before and they were a bit of a pain to get going[/QUOTE] func_movelinear just uses UpdateShadow internally iirc. Maybe post the code you were using that wasn't working?
[QUOTE=a1steaksa;52569720]That was my greatest fear. I've fiddled with those before and they were a bit of a pain to get going[/QUOTE] Same, for the sake of anything I couldn't get it working, I don't even know if you can spawn them through Lua, but well, there you go, he achieved that. I am wondering if he parented the prop to func_movelinear or if the prop itself is a brush entity? I'd love some solid tutorial on managing brush entities within Lua, not hammer.
[QUOTE=dr.dray_7;52564803]where did you get the particle effects from?[/QUOTE][QUOTE=ZeroToHero;52564975]They came from HL2. Just look up HL2 particle effects online and you'll find it.[/QUOTE] [QUOTE=dr.dray_7;52567207]I found the list for episode two, is that what you used? I checked the hl2 list using the particle editor but I didn't see anything that resembled the effects that you used.[/QUOTE] actually it uses custom particle effects that i made [img]http://www.mitterdoo.net/i/2017-08/13_15-33-30.png[/img] [vid]http://www.mitterdoo.net/f/2017-08/13_16-03-56.webm[/vid] [vid]http://www.mitterdoo.net/f/2017-08/13_16-01-48.webm[/vid]
[QUOTE=PerkyMcRibs;52569535]It's a shame gmod has to be the game to run it. Unless you fixed the physics too. That would be cool.[/QUOTE] Whats wrong with source physics and how would that effect the quality of a gamemode? It's not like Fallout had spectacular physics or anything really
[QUOTE=Pigsy;52569941]Whats wrong with source physics and how would that effect the quality of a gamemode? It's not like Fallout had spectacular physics or anything really[/QUOTE] Nothings wrong with the source physics. I personally think CS:S physics are the best, but Gmod physics aren't CS:S physics.
[QUOTE=PerkyMcRibs;52569953]Nothings wrong with the source physics. I personally think CS:S physics are the best, but Gmod physics aren't CS:S physics.[/QUOTE] There's nothing inherently wrong with Orange Box physics -- it's actually way more natural than Bethesda's physics engine from my experience. Although I prefer CS:S physics as well, your comment implies that there's something to "fix."
[QUOTE=G4MB!T;52567817]using obb for 3d2d doors[/QUOTE] [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/GetCollisionBounds]Entity:GetCollisionBounds[/url]
[QUOTE=code_gs;52569991]There's nothing inherently wrong with Orange Box physics -- it's actually way more natural than Bethesda's physics engine from my experience. Although I prefer CS:S physics, as well, your comment implies that there's something to "fix."[/QUOTE] Don't know how you see gmod physics, but they are definitely not CS:S physics. The crouch, the run, the walking against the props but kinda going through them client side.
[QUOTE=Pigsy;52569941]It's not like Fallout had spectacular physics or anything really[/QUOTE] I like the part where getting over 60 FPS would make objects vibrate and jitter, and anything over ~80 FPS would make objects launch themselves like torpedoes for no reason.
[QUOTE=PerkyMcRibs;52570037]Don't know how you see gmod physics, but they are definitely not CS:S physics. The crouch, the run, the walking against the props but kinda going through them client side.[/QUOTE] That's not physics, that's movement. And again, I prefer CS:S physics, but you have provided no evidence about what's WRONG with Orange Box physics.
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