GMod - What are you working on? September 2017 (#73)
263 replies, posted
[QUOTE=vrej;52672178]Super complex weather / disaster mod in the works by me, business cat and tempest.
Here is a demonstration of a blizzard:
[video=youtube;axqaNwtrw3U]https://www.youtube.com/watch?v=axqaNwtrw3U[/video][/QUOTE]
looks amazing but i think it'd get annoying after like 20 seconds (the blizzard thingy)
[QUOTE=Tupac;52672336]looks amazing but i think it'd get annoying after like 20 seconds (the blizzard thingy)[/QUOTE]
Really depends - imo it doesn't have place in some average darkrp server, but it does set a good post apo/survival setting and feeling, whole new servers could be revolved around that, such like survival/roleplay in extreme regions.
My bullets are so powerful that they divide walls and my framerate by 2
[video=youtube;6aOmFGb4ZH8]https://www.youtube.com/watch?v=6aOmFGb4ZH8[/video]
Hopefully soon I'll make them cylindrical holes you can move through
[QUOTE=MPan1;52673513]My bullets are so powerful that they divide walls and my framerate by 2
[video=youtube;6aOmFGb4ZH8]https://www.youtube.com/watch?v=6aOmFGb4ZH8[/video]
Hopefully soon I'll make them cylindrical holes you can move through[/QUOTE]
Promising, but your math seems off at quite a few points in the video:
[quote]
[img]https://photos-1.dropbox.com/t/2/AAAWn585bzG30hZ9JZYynapU5deDq3fF88pX3kC6JIOP0w/12/7659139/png/32x32/3/1505242800/0/2/holeinwall.png/EJCd2AUYqscBIAIoAg/_Bh5PMXYCgNuA5Co20yETvEITYjqTiS5pwWlQ0zhokg?dl=0&size=1600x1200&size_mode=3[/img]
[/quote]
Also, I suspect you are using one render.RenderView per hole in the wall? That is going to murder your performance pretty quick. Try poking around with stencils, specifically stencil Z buffer tests. This way you could lower the performance hit to a single RenderView a frame.
Actual holes in the level geometry is a really really complicated subject. I have pursued that for a long time back in the days, and in my opinion the results are too wonky/unstable, and in general not worth the effort required to make it work.
[QUOTE=vrej;52672178]Super complex weather / disaster mod in the works by me, business cat and tempest.
Here is a demonstration of a blizzard:
[video=youtube;axqaNwtrw3U]https://www.youtube.com/watch?v=axqaNwtrw3U[/video][/QUOTE]
I really love what you did here. You nailed the effects. How are you performing the wind's physical effects? Are you shooting tracers from its direction and applying forces to objects? (Seems like the best way to go)
Great job
On the finishing touches for darkrp multiple character system.
Still needs some improvements, feedback?
[QUOTE][IMG]https://i.gyazo.com/e2c84611761c261b30046dc15c6b023f.jpg[/IMG][/QUOTE]
[QUOTE=Nykez;52675736]On the finishing touches for darkrp multiple character system.
Still needs some improvements, feedback?[/QUOTE]
Looks awesome. You should tinker with lighting on the model. It could use some ambient light in the same spectrum of blue that the rest of your menu has. Maybe a splash of orange too.
[QUOTE=MDave;52673873]Promising, but your math seems off at quite a few points in the video[/QUOTE]
I was hoping nobody would notice, but at the moment I have the RenderView origin set as the hole's position, which isn't right at all as it doesn't take the eye position into account. Hopefully I'll fix it soon.
[QUOTE=MDave;52673873]Also, I suspect you are using one render.RenderView per hole in the wall? That is going to murder your performance pretty quick. Try poking around with stencils, specifically stencil Z buffer tests. This way you could lower the performance hit to a single RenderView a frame[/QUOTE]
I have a feeling I might be able to do the entire thing without using RenderView once, if I just use a few clipping planes and a few stencils. I'm using DrawPoly to draw the stencil's shape, so I don't even need to be creating one hole every time you shoot, I could just make one per wall and let DrawPoly handle the rest.
[QUOTE=MDave;52673873]Actual holes in the level geometry is a really really complicated subject. I have pursued that for a long time back in the days, and in my opinion the results are too wonky/unstable, and in general not worth the effort required to make it work[/QUOTE]
There's no way you could make real holes without recompiling the map, which you obviously can't do in real time. Can I see what you did though?
Use a clipping plane.
[QUOTE=G4MB!T;52676672]Use a clipping plane.[/QUOTE]
I'm trying, but I don't know if you can use them on the world at the same time as using a stencil, without first rendering the world to a texture using RenderView.
I have to use one to remove the back of the wall anyway.
[QUOTE=vrej;52672178]Super complex weather / disaster mod in the works by me, business cat and tempest.
Here is a demonstration of a blizzard:
[video=youtube;axqaNwtrw3U]https://www.youtube.com/watch?v=axqaNwtrw3U[/video][/QUOTE]
This reminds me of Penumbra, the few outside sections. Amazing.
[editline]13th September 2017[/editline]
[QUOTE=MPan1;52676694]I'm trying, but I don't know if you can use them on the world at the same time as using a stencil, without first rendering the world to a texture using RenderView.
I have to use one to remove the back of the wall anyway.[/QUOTE]
You can, as far as I know. Clip Plane affects what 3D geometry gets rendered; Stencil affects what happens to the pixels on the screen after the rendering has finished. They do not interfere with each other in any way.
[editline]13th September 2017[/editline]
I wonder if you could make a material/decal that makes the wall it's on invisible in the engine... Probably not.
A demonstration of lightning in GDisasters:
[IMG]https://i.imgur.com/qeGxbbb.gif[/IMG]
I don't really know what GDisasters is still, but my interest is doubling with every post you make here
Hey Pigsy, here's some spartan stuff I found.
[img]https://i.imgur.com/ddppIFZ.png[/img]
[IMG]http://i.imgur.com/qzx77MM.png[/IMG]
I have animations too, gonna work on recording a gif later to showcase.
EDIT: Note to self, 3ds max does not like gifs.
[QUOTE=MPan1;52676621]
There's no way you could make real holes without recompiling the map, which you obviously can't do in real time. Can I see what you did though?[/QUOTE]
Probably something like a portal gun. Make the player noclip when they touch it and use special GM:Move rules while they're in the wall.
It's incredibly complex and breaks all the time if it's not done very carefully.
A magic staff base I guess.
[url]https://m.imgur.com/wHd0cxS[/url]
A bit of an "update", I guess?
I decided to scrap the background for a blured one, thoughts?
[URL="https://i.imgur.com/TLWZ7uM.jpg"]link to image[/URL]
[QUOTE=PIXX;52680020][t]https://i.imgur.com/TLWZ7uM.jpg[/t][/QUOTE]
I think this still applies:
[QUOTE=MPan1;52649138]Looks quite a bit better, but I wish the spacing looked like this:
[IMG]http://i.imgur.com/Kv3C1mS.png[/IMG][/QUOTE]
Also, kleiner's looking a little wider than usual
[QUOTE=PIXX;52680020]A bit of an "update", I guess?
I decided to scrap the background for a blured one, thoughts?
[URL="https://i.imgur.com/TLWZ7uM.jpg"]link to image[/URL][/QUOTE]
Why don't you make it greyscale? Less FPS impact and has a nice contrast.
[QUOTE=PIXX;52680020]A bit of an "update", I guess?
I decided to scrap the background for a blured one, thoughts?
[URL="https://i.imgur.com/TLWZ7uM.jpg"]link to image[/URL][/QUOTE]
That's way too little blur for it to make sense IMO.
[QUOTE=MPan1;52680028]I think this still applies:
Also, kleiner's looking a little wider than usual[/QUOTE]
Yeah, just forgot to do it in the "main menu"
[QUOTE=txike;52680033]Why don't you make it greyscale? Less FPS impact and has a nice contrast.[/QUOTE]
True, I'll try it
[editline]14th September 2017[/editline]
[QUOTE=Robotboy655;52680044]That's way too little blur for it to make sense IMO.[/QUOTE]
I didn't want to overdo it and it doesn't seem to effect the FPS (maybe it is because I have a good gpu and playing in singleplayer... of course it is).
Txike said "Why don't you make it greyscale", in my opinion it didn't feel as good as having the blur.
[URL="https://i.imgur.com/z7hWmC3.jpg"]With blur set to 2[/URL]
[URL="https://i.imgur.com/JJvGekV.jpg"]With blur set to 2.5[/URL]
[code]
local mat = Material( "pp/blurscreen" )
surface.SetMaterial( mat )
surface.SetDrawColor( 255, 255, 255 )
mat:SetFloat( "$blur", 2.5 ) --This is what I mean with blur set to 2.5 and 2.0
mat:Recompute()
if render then render.UpdateScreenEffectTexture() end
surface.DrawTexturedRect( 0, 0, frame:GetWide(), frame:GetTall() )
[/code]
[QUOTE=vrej;52678367]A demonstration of lightning in GDisasters:
[IMG]https://i.imgur.com/qeGxbbb.gif[/IMG][/QUOTE]
You should have a talk with Nak about having gDisasters and Stormfox being compatible together.
[QUOTE=VIoxtar;52678384]I don't really know what GDisasters is still, but my interest is doubling with every post you make here[/QUOTE]
Im surprised you don't seeing as you're on /r/gmod often enough, he's posted some stuff from it on there before.
[QUOTE=MPan1;52676621]There's no way you could make real holes without recompiling the map, which you obviously can't do in real time. Can I see what you did though?[/QUOTE]
[URL="https://pastebin.com/s2M55vhQ"]I remade the source movesystem in lua[/URL], this way you can modify the results of the hull traces used for player collision. I never bothered to fully finish it, and it is missing a few Lua bindings in order to completely replace the old system.
[QUOTE=MDave;52680784][URL="https://pastebin.com/s2M55vhQ"]I remade the source movesystem in lua[/URL], this way you can modify the results of the hull traces used for player collision. I never bothered to fully finish it, and it is missing a few Lua bindings in order to completely replace the old system.[/QUOTE]
I am actually in the middle of doing this :v: trying to allow for proper CS:S movement
Menu update for SF (along with a few other changes)
[media]https://www.youtube.com/watch?v=p9ab2TUTJHQ[/media]
[QUOTE=NeatNit;52678106]You can, as far as I know. Clip Plane affects what 3D geometry gets rendered; Stencil affects what happens to the pixels on the screen after the rendering has finished. They do not interfere with each other in any way[/QUOTE]
I don't quite understand how you could do this. I'd really appreciate some example code, because I'm stuck with this problem:
[CODE]
local oldClip = render.EnableClipping( true )
render.PushCustomClipPlane( hole:GetForward(), hole:GetForward():Dot( hole:GetPos() - hole:GetForward() ) )
-- How do I clip the world in here?
-- game.GetWorld():DrawModel()?
-- game:GetWorld():Draw()?
-- None of these work and none of them make sense
-- I need to draw the world here somehow
-- help
render.PopCustomClipPlane()
render.EnableClipping( oldClip )
[/CODE]
Well I guess until I can do it here...
[IMG]https://i.imgur.com/ydjnqrn.png[/IMG]
[QUOTE=txike;52680033]Greyscale ... Less FPS impact and has a nice contrast.[/QUOTE]
Just a side note that it cant possibly be "less FPS" because greyscale (AKA color modifier) is a post processing effect which means the scene is rendered completely first, then a shader is used on the framebuffer to make it greyscale, so if anything, it costs more but its probably insignificant unless you are running pretty old graphics hardware.
[QUOTE=BanterChicken;52682704]Well I guess until I can do it here...
[IMG]https://i.imgur.com/ydjnqrn.png[/IMG][/QUOTE]
If you don't mind me asking, what is this?
[QUOTE=Invule;52682719]If you don't mind me asking, what is this?[/QUOTE]
I just re-made the rating system from this site as a little gag!
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