• GMod - What are you working on? October 2017 (#74)
    289 replies, posted
It's nice to see a natural disaster addon like such being developed. Storm fox Weather mod is pretty neat, I feel the guy behind it could learn a lot from Gdisasters when it releases.
Working on a CCTV + Radar system. Will include player tracking, picture saving, manual controlling, and lights. (Video is be controlling with concommands) [QUOTE] [IMG]https://i.gyazo.com/c8569ec01fecdc7b9ae2ed43ce4840b9.gif[/IMG] [url]https://gyazo.com/c8569ec01fecdc7b9ae2ed43ce4840b9[/url] [/QUOTE] [video]https://i.gyazo.com/c8569ec01fecdc7b9ae2ed43ce4840b9.mp4[/video]
[QUOTE=Nykez;52776597]Working on a CCTV + Radar system. Will include player tracking, picture saving, manual controlling, and lights. (Video is be controlling with concommands) [video]https://i.gyazo.com/c8569ec01fecdc7b9ae2ed43ce4840b9.mp4[/video][/QUOTE] Do you plan to have it move around if they move their mouse trying to look around? I think that'd be incredibly neat.
[QUOTE=Nookyava;52776646]Do you plan to have it move around if they move their mouse trying to look around? I think that'd be incredibly neat.[/QUOTE] It's apart of a huge police pack that contains a police dashboard. From the dashboard they can select and manaually control the cameras around the map. So yes while you're in the view it will track mouse movement. as well as being able to capture images and toggle lights. While in Camera HUD [QUOTE] [IMG]https://www.colourbox.com/preview/16081219-camera-viewfinder-template-focusing-screen-of-the-camera.jpg[/IMG] [/QUOTE] On/Off toggle demo [QUOTE] [IMG]https://i.gyazo.com/0ba7b256038a1018a2df153af91ddf9b.gif[/IMG] [url]https://gyazo.com/0ba7b256038a1018a2df153af91ddf9b[/url] [/QUOTE] Still haven't decided if I want to do black/white or full color.
Naughty Naughty Rewards [IMG]https://i.imgur.com/Dgc4zc6.png[/IMG] [IMG]https://i.imgur.com/fVKO0tN.png[/IMG]
[QUOTE=ThatOneLegGuy;52775347]It's nice to see a natural disaster addon like such being developed. Storm fox Weather mod is pretty neat, I feel the guy behind it could learn a lot from Gdisasters when it releases.[/QUOTE] StormFox's focus is not on disasters (atm). Its on optimization (So all players can enjoy it), more options and better effects. TLDR; StormFox = Environment Mod. 54 days, 1 dev + a few friends supporting/helping me. GDisasters = Disasters Mod. 518 days, 8 devs. Sadly I haven't had time to make eye-candy or add new effects as I'm trying to make it as compatible and fast as possible (And I'm sick as a dog atm). But the upcoming update should reduce the cost of the rain-effect by 50%, allowing me to add more effects: - Reduced rain-render-expensiveness by 50%. - SF now saves the time in-between map-changes. - Added sf_start_time to make the server start at a specific time. (Supports 24clock and freedom units as well) - Added sf_disable_mapbloom to disable SF messing with light_bloom. - You can now pause the time. - Updated the HUD with time-speed control. - A few bug-fixes and new entity. - Added more bugs to fix later. [t]https://i.imgur.com/cG189XS.png[/t]
[QUOTE=Nak;52777060]StormFox's focus is not on disasters (atm). Its on optimization (So all players can enjoy it), more options and better effects. TLDR; StormFox = Environment Mod. 54 days, 1 dev + a few friends supporting/helping me. GDisasters = Disasters Mod. 518 days, 8 devs. Sadly I haven't had time to make eye-candy or add new effects as I'm trying to make it as compatible and fast as possible (And I'm sick as a dog atm). But the upcoming update should reduce the cost of the rain-effect by 50%, allowing me to add more effects: - Reduced rain-render-expensiveness by 50%. - SF now saves the time in-between map-changes. - Added sf_start_time to make the server start at a specific time. (Supports 24clock and freedom units as well) - Added sf_disable_mapbloom to disable SF messing with light_bloom. - You can now pause the time. - Updated the HUD with time-speed control. - A few bug-fixes and new entity. - Added more bugs to fix later. [t]https://i.imgur.com/cG189XS.png[/t][/QUOTE] Your addon is pretty cool, especially the effects you have done! Also I just wanted to make two small corrections: gDisasters is actually both environmental and disasters addon and we are only 4 developers
Saying sorry in advance for such a quick 2nd post. But completed a semi-tracking system. Still needs some polishing and lerping. But also reaching out to facepunch for a better tracking system. Tried looking into the combine cameras, but they're embedded in the source sdk. [QUOTE] [IMG]https://i.gyazo.com/12b6dfd90ff54566a767fa77cf210015.gif[/IMG] [url]https://gyazo.com/12b6dfd90ff54566a767fa77cf210015[/url] [/QUOTE]
[QUOTE=Nykez;52778320]Saying sorry in advance for such a quick 2nd post. But completed a sem-tracking system. Still needs some polishing and lerping. But also reaching out to facepunch for a better tracking system. Tried looking into the combine cameras, but they're embedded in the source sdk.[/QUOTE] If you're posting content no point in apologizing.
I believe I've just finished up the low wealth suite for my GMOD Tower like gamemode named Lobby, added a 3D skybox, buttons for window shutters and lights. Also changed all props to GTAV models; here's a video, [video=youtube;00GaW6ahQdk]https://www.youtube.com/watch?v=00GaW6ahQdk&feature=youtu.be[/video] Would appreciate any feedback,
[QUOTE=Alydus;52779057]I believe I've just finished up the low wealth suite for my GMOD Tower like gamemode named Lobby, added a 3D skybox, buttons for window shutters and lights. Also changed all props to GTAV models; here's a video, -- Would appreciate any feedback,[/QUOTE] It looks good right now for what it is, but have you heard of the other "tower" gamemode that's being developed atm? [video=youtube;XhqfKOhQA8U]https://www.youtube.com/watch?v=XhqfKOhQA8U[/video] I reckon what you're aiming for is akin to this but if you enjoy working on it, keep working on it.
[QUOTE=Alydus;52779057]I believe I've just finished up the low wealth suite for my GMOD Tower like gamemode named Lobby, added a 3D skybox, buttons for window shutters and lights. Also changed all props to GTAV models [...][/QUOTE] That actually looks pretty sweet; you've made a lot of progress since the last video. Is your dynamic lighting implemented using named lights or light_dynamic entities, btw?
[QUOTE=lorp;52779240]It looks good right now for what it is, but have you heard of the other "tower" gamemode that's being developed atm? [video=youtube;XhqfKOhQA8U]https://www.youtube.com/watch?v=XhqfKOhQA8U[/video] I reckon what you're aiming for is akin to this but if you enjoy working on it, keep working on it.[/QUOTE] A member of facepunch did make me aware of this. I'll still be working on my version with my gamemode base. Thanks for letting me know though.
[QUOTE=Alydus;52773902]Working on a GMOD Tower like gamemode, working on player 'suites' at the moment. [video=youtube;hi54jC4gQik]https://www.youtube.com/watch?v=hi54jC4gQik&feature=youtu.be[/video] Today, I've learnt how annoying cubemaps & dynamic lights are.[/QUOTE] Don't bother with cubemaps, they're a pain in the ass and they often look terrible. [QUOTE=Alydus;52779804]A member of facepunch did make me aware of this. I'll still be working on my version with my gamemode base. Thanks for letting me know though.[/QUOTE] A member of the forums or like, an actual facepunch dev? :o
[QUOTE=BlueSkilly;52780084]Don't bother with cubemaps, they're a pain in the ass and they often look terrible.[/QUOTE] Cubemaps are great if the masks are authored properly.
All done :smile: [t]http://zombine.me/ss/hl2_2017-10-14_18-55-58.jpg[/t] I don't particularly like how I display ammo, but battlefront has no ammo system really, so I just went with something basic. The armor on top will also disappear if you run out of armor, and only draw the health box.
[QUOTE=Stiffy360;52780490]Cubemaps are great if the masks are authored properly.[/QUOTE] I suppose, but imo reflective tile and just about any sort of configuration that shows off how terribly positioned the cubemaps are (regardless of whether or not you have 10 cubemaps in the same room, lights and such will be out of place when compared to the actual map) are awful. The subtle ones, like flickering in snow is quite nice.
[QUOTE=Z0mb1n3;52780540]All done :smile: [t]http://zombine.me/ss/hl2_2017-10-14_18-55-58.jpg[/t] I don't particularly like how I display ammo, but battlefront has no ammo system really, so I just went with something basic. The armor on top will also disappear if you run out of armor, and only draw the health box.[/QUOTE] Very nice Zombine, looks really good! This will be on Workshop or GModstore?
Circle 2d3d [CODE]hook.Add("HUDPaint","Math",function() for double = 1,14 do local xd = math.sin( CurTime() * 2+double ) * 40 + 40 local yd = math.cos( CurTime() * 2+double ) * 40 + 40 for i=1,90 do local x = math.sin( CurTime() * 1+i ) * 120 + ScrW()/2 local y = math.cos( CurTime() * 1-i ) * 120 + ScrH()/2 surface.SetDrawColor(HSVToColor( CurTime() % 6 * 60, 1, 1 )) surface.SetMaterial(Material("effects/softglow")) --effects/softglow surface.DrawTexturedRect(x + xd, y + yd, 16, 16) end end end)[/CODE] [IMG]https://i.imgur.com/tfZQzmj.gif[/IMG]
Did some work on my minimap. Now with overlay markers. Still need to figure out how to render the map chunks to textures and save them. The colors cycle through the heigths like hsv2rgb(height,... [img]https://i.imgur.com/mWz2w1w.jpg?1[/img] [img]https://i.imgur.com/ke97ejX.jpg?1[/img] [img]https://i.imgur.com/MgxtqAJ.jpg?1[/img]
[QUOTE=SirRanjid;52782538]Did some work on my minimap. Now with overlay markers. Still need to figure out how to render the map chunks to textures and save them. The colors cycle through the heigths like hsv2rgb(height,... [img]https://i.imgur.com/mWz2w1w.jpg?1[/img] [img]https://i.imgur.com/ke97ejX.jpg?1[/img] [img]https://i.imgur.com/MgxtqAJ.jpg?1[/img][/QUOTE] I've always wondered how would one go on to get reliably the size of the map, where the walls are, know if something is a room and that kind of stuff. Is it just lots of tracers everywhere?
[QUOTE=Ubre;52782646]I've always wondered how would one go on to get reliably the size of the map, where the walls are, know if something is a room and that kind of stuff. Is it just lots of tracers everywhere?[/QUOTE] I'm guessing it's a pre-made map.
[QUOTE=NeatNit;52782652]I'm guessing it's a pre-made map.[/QUOTE] That would be a pain setting it up :-I
It's using tracers for scanning with a runtime of (2*scan_depth)^2 as it divides the scanning space into 4 sub spaces, scans and recursively repeats this until the depth is reached or no obstacles are hit. Once it's scanned a chunk it's map data is saved and taken from there instead of rescanning. Here I want to use the rendered textures instead of drawing the saved parts of the map every time and save them on disk. But how to? EDIT: Here you can see the spaces better and the heigh-coloring: [IMG]https://i.imgur.com/SG8ONfP.jpg?2[/IMG][IMG]https://i.imgur.com/v0q3d8S.jpg?2[/IMG][IMG]https://i.imgur.com/kUvVPcH.jpg?2[/IMG]
To my surprise, particles are actually fun to make [video]https://youtu.be/ngSofRuyvEU[/video]
[QUOTE=BlueSkilly;52781152]I suppose, but imo reflective tile and just about any sort of configuration that shows off how terribly positioned the cubemaps are (regardless of whether or not you have 10 cubemaps in the same room, lights and such will be out of place when compared to the actual map) are awful. The subtle ones, like flickering in snow is quite nice.[/QUOTE] yeah, source doesn't have parallax correction which makes it look pretty bad. Other engines use stuff like screen space reflections and point specular to get around this. Which source doesn't have either. Maps like agency do a pretty good job with cubemaps though. [t]https://i.imgur.com/NuB28JI.jpg[/t] [t]https://i.imgur.com/UWvoNdb.jpg[/t]
The trick, I think, is to make it subtle so attention isn't drawn to the fact that they're static. A lot of people overdo their cubemaps.
[IMG]https://i.imgur.com/4hdDtGp.gif[/IMG] Explosion work, just some random idea I had
[QUOTE=happyfaic72;52783522]noice[/QUOTE] Reminded me of the Rasenshuriken from Naruto for some reason. It looks awesome except the spinny part looks strange, like it persists for too long or something. Maybe make it fade and shrink after like 2 seconds.
[QUOTE=G4MB!T;52783799]Reminded me of the Rasenshuriken from Naruto for some reason. It looks awesome except the spinny part looks strange, like it persists for too long or something. Maybe make it fade and shrink after like 2 seconds.[/QUOTE] Updated it, the swirls are slower and have a new addition to them [IMG]https://i.imgur.com/iToq9As.gif[/IMG]
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