I like charlies healing idea
also, there is a stasis pod in the sg1_fifth_race map
[QUOTE=orrila;37414892]I like charlies healing idea
also, there is a stasis pod in the sg1_fifth_race map[/QUOTE]
i know, but that's only in the map. it's not an entity that can be spawned wherever a person wants.
[QUOTE=kibbols;37415227]i know, but that's only in the map. it's not an entity that can be spawned wherever a person wants.[/QUOTE]
indeed but a stasis pod like in that map would be good
[QUOTE=Lantian;37415328]indeed but a stasis pod like in that map would be good[/QUOTE]
yes
another good idea:
aschen walk through wall device, no-clip through walls, not world though
[QUOTE=orrila;37415351]yes
another good idea:
aschen walk through wall device, no-clip through walls, not world though[/QUOTE]
Doesn't that already exist, it's called the V button! :D
[QUOTE=orrila;37415351]yes
another good idea:
aschen walk through wall device, no-clip through walls, not world though[/QUOTE]
that's tollan... not aschen... the tollan could walk through the iris
[QUOTE=kibbols;37415822]that's tollan... not aschen... the tollan could walk through the iris[/QUOTE]
Sorry I ment tollan
no, because with v you can walk through world, this.. well, only walls, and also, make it not walk through the sg`1 iris, else people wouldnt use it anymore, it would become useless if people could jusst get through the iris
[QUOTE=Avent;37393061]Woh, Woh, Woh.
No way!
That menu is actually useful in multiple scenarios in GMod13,
If it's going to be blocked at all, it should only be temporarily, as required.
Say, when the mouse is hovering over a stargate item.
But even then, u can no longer use convar tools on sg ents.
[editline]25th August 2012[/editline]
IMHO, it would look better if it was multiple ripples that went to the edge of the EH.[/QUOTE]
I actually tried that but due to how the effect was originally coded you can't do it so one straight after the other. There's a certain gracetime.
[editline]26th August 2012[/editline]
[QUOTE=orrila;37416714]Sorry I ment tollan
no, because with v you can walk through world, this.. well, only walls, and also, make it not walk through the sg`1 iris, else people wouldnt use it anymore, it would become useless if people could jusst get through the iris[/QUOTE]
There's no easy way to differentiate between walls and the rest of the world with Lua since they are both considered World Entities.
[QUOTE=Ronon Dex;37416872]I actually tried that but due to how the effect was originally coded you can't do it so one straight after the other. There's a certain gracetime.
[editline]26th August 2012[/editline]
There's no easy way to differentiate between walls and the rest of the world with Lua since they are both considered World Entities.[/QUOTE]
Yeah, I thought that would be a problem, just didnt know for sure
ok, so i made this in UDK (Unreal Development Kit) is it ok for a first try?
[IMG]http://sphotos-b.xx.fbcdn.net/hphotos-snc7/582825_521428074539968_1992170253_n.jpg[/IMG]
[QUOTE=kibbols;37418757]ok, so i made this in UDK (Unreal Development Kit) is it ok for a first try?
[/QUOTE]
Dude! I was trying to make something like this for 2 weeks in UDK and it didn't even look close to this!
btw. I am making .50cal weapon and i'm almost finished! (For GMod!) :D
[QUOTE=kibbols;37418757]ok, so i made this in UDK (Unreal Development Kit) is it ok for a first try?
[IMG]http://sphotos-b.xx.fbcdn.net/hphotos-snc7/582825_521428074539968_1992170253_n.jpg[/IMG][/QUOTE]
Wow, OMG, I LOVE that, it is great for a first try. You would need to add the shimmering light in the centre though, beforeit could be added to gmod, else wow, that is so skillful, love it.
[QUOTE=orrila;37419055]Wow, OMG, I LOVE that, it is great for a first try. You would need to add the shimmering light in the centre though, beforeit could be added to gmod, else wow, that is so skillful, love it.[/QUOTE]
WHAT? This will never be compatible for gmod nor it's intended for gmod. It's for Unreal Engine 3.
[QUOTE=cartman300;37419039]Dude! I was trying to make something like this for 2 weeks in UDK and it didn't even look close to this!
btw. I am making .50cal weapon and i'm almost finished! (For GMod!) :D[/QUOTE]
cool, and it took a while to make it.
[editline]26th August 2012[/editline]
[QUOTE=orrila;37419055]Wow, OMG, I LOVE that, it is great for a first try. You would need to add the shimmering light in the centre though, beforeit could be added to gmod, else wow, that is so skillful, love it.[/QUOTE]
i tried to get the shimmering light. the brighter part in the middle is that attempt.
[QUOTE=kibbols;37418757]ok, so i made this in UDK (Unreal Development Kit) is it ok for a first try?
Freaking Sweet Pic[/QUOTE]
Please continue this. I absolutely love this CAP addon, but the unreal engine seems like it would be better able to handle it. Dynamic EH ripples. and the like. I would pay money for a game like that. Lots of money.
All I see is water. Nothin fancy. But for a first time looks quite good. Try writing custom fragment shader based on 3D (uv+time) Perlin Noise with permutaion table readed from texture, then it will be awesome.
The only bad side with gmod is lackness of c++ code acces. It's all possible in source, just take a look on Portal 2 -.-
[QUOTE=Madman07;37420017]All I see is water. Nothin fancy. But for a first time looks quite good. Try writing custom fragment shader based on 3D (uv+time) Perlin Noise with permutaion table readed from texture, then it will be awesome.
The only bad side with gmod is lackness of c++ code acces. It's all possible in source, just take a look on Portal 2 -.-[/QUOTE]
i'm using UDK for this so i still have to learn the coding for it. it isn't just water... it also sends you to the other gate using a transporter.
not for gmod :( it looks so good.
Ureal what, well, Idk what that is. Sorry for being dumb.
[QUOTE=orrila;37420261]not for gmod :( it looks so good.
Ureal what, well, Idk what that is. Sorry for being dumb.[/QUOTE]
unreal engine ... look onto YouTube for Unreal Tournament 3(only game that use UDK engine) ... it's more realistic engine then gmod ... graphically of course idk if in coding too I didn't look on it yet ...
i got the shimmer in the middle now, i'll put a picture when i can.
[editline]26th August 2012[/editline]
Here's the SG with a shimmer effect.
[IMG]http://sphotos-a.xx.fbcdn.net/hphotos-snc7/377295_521484157867693_767427704_n.jpg[/IMG]
[QUOTE=CharlieX3;37420565]unreal engine ... look onto YouTube for Unreal Tournament 3(only game that use UDK engine) ... it's more realistic engine then gmod ... graphically of course idk if in coding too I didn't look on it yet ...[/QUOTE]
Unreal Engine is better in absolutely every aspect than Source Engine
[editline]27th August 2012[/editline]
Here's a little demo of my .50cal gun:
[url]http://youtu.be/153ll9_HPYU[/url]
[QUOTE=cartman300;37421861]Unreal Engine is better in absolutely every aspect than Source Engine[/QUOTE]
No it's not, people just don't know how to proper use the Source Engine...
[QUOTE=Madman07;37420017]All I see is water. Nothin fancy. But for a first time looks quite good. Try writing custom fragment shader based on 3D (uv+time) Perlin Noise with permutaion table readed from texture, then it will be awesome.
The only bad side with gmod is lackness of c++ code acces. It's all possible in source, just take a look on Portal 2 -.-[/QUOTE]
also, huh? i don't understand [QUOTE] Try writing custom fragment shader based on 3D (uv+time) Perlin Noise with permutaion table readed from texture[/QUOTE]
I've only had one year with 3dsmax, and just recently started with UDK.
[editline]26th August 2012[/editline]
[QUOTE=Boba Fett;37422371]No it's not, people just don't know how to proper use the Source Engine...[/QUOTE]
Source Engine is OK, but Unreal is better.
To the people who disagree with me, those are people that don't understand the capacity of the source engine...
Personally I'd never top UDK above Source12
[QUOTE=Boba Fett;37422960]To the people who disagree with me, those are people that don't understand the capacity of the source engine...
Personally I'd never top UDK above Source12[/QUOTE]
In UDK amateurs can do in months for what pros take years to do in source, and even then source doesn't really come up to par.
People who say 'well source is never fully used!' need to realize is if the engine has NEVER IN ITS LIFETIME been pushed to the magical heights you claim it has, then it probably doesn't have them.
[QUOTE=kibbols;37420852]i got the shimmer in the middle now, i'll put a picture when i can.
[editline]26th August 2012[/editline]
Here's the SG with a shimmer effect.
[IMG]http://sphotos-a.xx.fbcdn.net/hphotos-snc7/377295_521484157867693_767427704_n.jpg[/IMG][/QUOTE]
I can't see your pictures... Is that just me?
Yup, just you. Try visiting this link.
[url]http://sphotos-a.xx.fbcdn.net/hphotos-snc7/377295_521484157867693_767427704_n.jpg[/url]
[QUOTE=cartman300;37425038]Yup, just you. Try visiting this link.
[url]http://sphotos-a.xx.fbcdn.net/hphotos-snc7/377295_521484157867693_767427704_n.jpg[/url][/QUOTE]
Adblock plus didn't like it :)
[QUOTE=Avent;37425194]Adblock plus didn't like it :)[/QUOTE]
lol my AdBlock on Google Chrome have no problem with it.
It's all because engines like UDK, Unity, Cryengine came with editors, that do most of work for you. In source, ogre and tons of other engines, you have to make good textures and models, texture shaders, postprocess shaders and entire lighting on your own which doesn't mean that those engines are worse. I often see amazing screens (that look for udk or other "better" engine) that, in fact, are made on simple ogre. It's all up to creator. But if you disagree, point me directly which features make engine "better". Anti aliasing? All of them support it. Tesselation? Same. Amazing glow, blur, HDR? Alos, all of them support it. So what is that? It's a ppl that made editors with tons of shaders, materials and models that you can just pop into your map without need for any skills.
@kibbols, no offence, it's a good thing for a first time. I'm even glad you've picked UDK instead of Unity (which officially SUCK). However, when you will get to the point of writing custom shaders, you will be able to do something amazing. Maybe you did it actually, as writing shaders on UDK looks like connecting squares (multiply square, texture square, addition square) with lines. If you did so, I'm strongly recommend for you to dig for 3D Perlin noise, which will give you amazing results! :)
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