• GMod - What are you working on? September 2017 (#73)
    263 replies, posted
[QUOTE=unrezt;52717604]no one is going to use it if it isn't source physics[/QUOTE] You ruined the joke.
[QUOTE=ThatOneLegGuy;52721060]Can anyone provide feedback on what I made? This animtion took roughly 1 day to make and has 3 different revisions. This animation took me around 30-40 mintues to make. The difference wasn't in frame length, but in the technique I used, one uses a stiff more robotic movement. While the other uses a more organic movement.[/QUOTE] [video]https://youtu.be/QJqJJ8d5q6Q?t=64[/video] Check it at 1:04
I wanted to improve my rendering skills so I decided to try to create real time drop shadows at a good FPS. I'm not sure if this has been done before but either way it was a fun project. It supports any 2d drawing. Including transparent materials/textures, and you can still use stencils with it. Here's an example of the FPS. The FPS drop at the end was because I tabbed out. [vid]https://i.gyazo.com/52f2b3591979c8951507a9197542872b.mp4[/vid] Adjusting some properties, theres alot more that isn't shown here [vid]https://i.gyazo.com/5029e5351e7648ba823120b605038ad1.mp4[/vid] It works on text too. [vid]https://i.gyazo.com/0aefec20cd1a9eb7e38347ccea8cdd41.mp4[/vid]
[QUOTE=bobbleheadbob;52715300]What scale are you using anyway?[/QUOTE] Any, its completely configurable.
[QUOTE=0V3RR1D3;52725166]I wanted to improve my rendering skills so I decided to try to create real time drop shadows at a good FPS. I'm not sure if this has been done before but either way it was a fun project. It supports any 2d drawing. Including transparent materials/textures, and you can still use stencils with it. Here's an example of the FPS. The FPS drop at the end was because I tabbed out. [vid]https://i.gyazo.com/52f2b3591979c8951507a9197542872b.mp4[/vid] Adjusting some properties, theres alot more that isn't shown here [vid]https://i.gyazo.com/5029e5351e7648ba823120b605038ad1.mp4[/vid] It works on text too. [vid]https://i.gyazo.com/0aefec20cd1a9eb7e38347ccea8cdd41.mp4[/vid][/QUOTE] Oh wow that looks awesome! Please release though, my dropshadows suck.
[QUOTE=Unknown Gamer;52725510]Oh wow that looks awesome! Please release though, my dropshadows suck.[/QUOTE] I Don't like releasing stuff like this as its something i'm no expert in, so my code is probably horrible XD
[QUOTE=0V3RR1D3;52725523]I Don't like releasing stuff like this as its something i'm no expert in, so my code is probably horrible XD[/QUOTE] Can't be horrible code if it's UI. Plus nobody will care, it looks amazing.
[QUOTE=0V3RR1D3;52725523]I Don't like releasing stuff like this as its something i'm no expert in, so my code is probably horrible XD[/QUOTE] I know I'm certainly going to look a gift horse in its well shaded, low frame impact mouth
You should release it ^^. It looks amazing
Here is an update to the drop shadows if anyone is interested. Its still WIP though. [vid]https://i.gyazo.com/43461a2b42ee7a2e9d3dd3f4260f0b35.mp4[/vid]
Are you creating a rendertarget of your element, applying blurx and blury to it and then applying it via stencils? Really interesed on knowing about it!
[QUOTE=0V3RR1D3;52729269]Here is an update to the drop shadows if anyone is interested. Its still WIP though. [vid]https://i.gyazo.com/43461a2b42ee7a2e9d3dd3f4260f0b35.mp4[/vid][/QUOTE] Are you working on some sort of image editor? I could see that being neat as well where a user can take a screenshot and edit it, afterwards saving it to their local machine.
[QUOTE=0V3RR1D3;52729269]Here is an update to the drop shadows if anyone is interested. Its still WIP though. [vid]https://i.gyazo.com/43461a2b42ee7a2e9d3dd3f4260f0b35.mp4[/vid][/QUOTE] release that shit my negro friend
Thank you to all who provided feedback on what I had made, it really helped a lot in producing better animations for the scarab! On another note, after a few hours of work I managed to get my elite to have colorable textures! [IMG]https://i.imgur.com/SX77VHM.png[/IMG] This is a damn milestone for me lol, thankfully this will let me give them ranks and what not in a later pack of mine. Now I know how to do this, I can really get cracking on making better things with it. As most of you may/may not know already, using this trick fucks with emissive maps and causes the texture to resort to going black. However, there's a fix for it using detail blends. It's a hacky method none-the-less, but it works wonderfully. Now it's time to further my development on the Halo SPV3 pack with this new trick! Special thanks to CapsAdmin for his help with this!
Really interested how to make "colorable" textures. Tried doing it on my player models (romans) so different legions could be created, but after hours of reading/trying never could get them to work.
[QUOTE=ThatOneLegGuy;52729763]Thank you to all who provided feedback on what I had made, it really helped a lot in producing better animations for the scarab! On another note, after a few hours of work I managed to get my elite to have colorable textures! [IMG]https://i.imgur.com/SX77VHM.png[/IMG] This is a damn milestone for me lol, thankfully this will let me give them ranks and what not in a later pack of mine. Now I know how to do this, I can really get cracking on making better things with it. As most of you may/may not know already, using this trick fucks with emissive maps and causes the texture to resort to going black. However, there's a fix for it using detail blends. It's a hacky method none-the-less, but it works wonderfully. Now it's time to further my development on the Halo SPV3 pack with this new trick! Special thanks to CapsAdmin for his help with this![/QUOTE] Now just quick add proper player parenting and movement on the scarab like halo 3 does. That'd be easy, right?
[QUOTE=ThatOneLegGuy;52729763]Thank you to all who provided feedback on what I had made, it really helped a lot in producing better animations for the scarab! On another note, after a few hours of work I managed to get my elite to have colorable textures! [IMG]https://i.imgur.com/SX77VHM.png[/IMG] This is a damn milestone for me lol, thankfully this will let me give them ranks and what not in a later pack of mine. Now I know how to do this, I can really get cracking on making better things with it. As most of you may/may not know already, using this trick fucks with emissive maps and causes the texture to resort to going black. However, there's a fix for it using detail blends. It's a hacky method none-the-less, but it works wonderfully. Now it's time to further my development on the Halo SPV3 pack with this new trick! Special thanks to CapsAdmin for his help with this![/QUOTE] Add $halflambert 1 to your vmt, it'll make the lighting look much better.
[QUOTE=gonzalolog;52729298]Are you creating a rendertarget of your element, applying blurx and blury to it and then applying it via stencils? Really interesed on knowing about it![/QUOTE] Kinda. I mirror all draw calls in black and white to a render target and blur that, do some effects and then draw it, there is no need for stencils as alpha works with rendertargets (thanks bobblehead for helping fix that issue) and its very efficient, the shadow does not need to be updated every frame because of the render target, how ever the video I show is generating the shadow each frame and still maintaining 299 (max) fps. [editline]30th September 2017[/editline] Sorry for the wall of images that follow but turns out I love messing with rendering stuff, heres anouther thing I haven't seen done, at least not publicly so I decided to make it. I'll release it with the drop shadows too. Basically you can use masks just like in photoshop instead of stencils, that's right, I used no stencils at all to do this. This system can be used anywhere, including 3D draw calls, they can also be layered with stencils to work together. Lastly they can be animated too, but im to lazy to create an animated texture for this so instead I just rotated the mask. Example 1 [thumb]https://i.gyazo.com/3f80ccaaec7f0cb3fe24c70008c90647.png[/thumb][thumb]https://i.gyazo.com/2979b9de280cf977512aaa328705f741.png[/thumb] Example 2 [thumb]https://i.gyazo.com/11a17ab265789b0ac985f2fd2da56699.png[/thumb][thumb]https://i.gyazo.com/dab6a3f72f96356af6e244511d0c6e31.png[/thumb] Example 3 [thumb]https://i.gyazo.com/1aac23b595d9f3ec0357c5e9aea96fba.png[/thumb][thumb]https://i.gyazo.com/214cfc005447e5f87cad347b11dcfc88.png[/thumb] And heres an animated example Mask [thumb]https://i.gyazo.com/990ac4a66ee9aff426c939eea8f09640.pngg[/thumb] [vid]https://i.gyazo.com/79983e97fedd75dca710cd3d941d6488.mp4[/vid] This is all real-time running at 299+fps, another cool thing is the masks also work with the drop shadows, as they take transparency into consideration. Again, sorry for the spam recently just been super excited doing this stuff.
I'm looking for the post where someone shows being able to modify a texture and then apply it on a weapon. I don't remember where I've seen this, can someone help? I don't remember if he or someone elses told how to do that.
This is no problems that don't require a thread
[QUOTE=Shadow45;52732205]I'm looking for the post where someone shows being able to modify a texture and then apply it on a weapon. I don't remember where I've seen this, can someone help? I don't remember if he or someone elses told how to do that.[/QUOTE] I don't remember where it is, but just copy the original texture to a rendertexture, draw what you want to the render texture then apply that as the weapons material? Not sure if that is how you would do it but I think it should work.
[URL="https://facepunch.com/showthread.php?t=1580650"]Time for a new thread![/URL]
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