I'd say don't put it on Github just yet since you haven't finished the core stuff, wait until it's on a playable working state, then put it on github, people can fork it and stuff if they like then to make custom versions.
Looks fucking epic, need to get a server up and running so we can play this!
Great work dude :)
if you'd like to, i'd be happy to assist you with getting some real assets for the gamemode. add me on steam if you'd like to talk. (for reference, i'm that one guy that's posted all of the splatoon ports on SFM and Garry's Mod.)
[QUOTE=thegrb93;48175424]You can sugar coat it all you want. Doesn't make it any better.
You can make a splatoon knockoff, but you can't use Nintendo's resources. You're going to get fucked.[/QUOTE]
tell that to Splat Fortress.
[QUOTE=Jcw87;48208200]I'm more concerned about the painting mechanic. From what I've read elsewhere on the forum, you are rendering the ink with decals, which, as you know, isn't scalable. The gamemode isn't feasible until you get the central mechanic working properly without performance issues.
I've been pondering this same problem, as I have also thought about making a splatoon gamemode. However, I haven't announced anything, because I still don't have a workable solution. The best idea so far involves writing a custom shader. The biggest issue with that, however, is getting that shader to co-operate with the source engine. My first thought would be to override LightMappedGeneric, but source doesn't let you override the base shaders (at least, not by naming your shader LightMappedGeneric). Looking at Valve's other games, Portal 2's gels are pretty damn close to what would be needed. From what I can tell, due to the complexity of the gel shader, it is separate from LightMappedGeneric, and yet, is still able to act on world surfaces as if it were LightMappedGeneric. There must be some way to do it, but I haven't the foggiest idea how. Looking at TF2, there's the pryoland shader, which seems to be able to override both LightMappedGeneric and VertexLitGeneric on the fly, but again, I don't know how they are doing that. I've also thought about using a new shader that is based on LightMappedGeneric, but that would require all new materials, and make the gamemode incompatible with all existing maps.
I've had an idea that involved rendering the map a second time with a material override, but then the shader wouldn't have access to the normal map used in the original material. There would likely be z-fighting issues as well.[/QUOTE]
interesting thing to note: in the actual game, they have a blank mesh that lays over the top of the entire paintable area of each map. they actually do use this layer to paint with ink, so you're not far off. it completely ignores normals, so the ink remains shiny and smooth no matter where it is. i've figured this out after poking around at the stage models, which are all in one model file.
so far for splat fortress, we just created a grid formation of 128x128 squares in a map, then resized them to fit the nooks and crannies of oblong shapes and sizes. using some math, we make it so that when a projectile hits near an ink splat, it'll appear or change color according to what team you're on. however since it's modular and grid-based, it doesn't look pleasing to the eye. this is just because we can't wipe individual decals after we place them.
[QUOTE=LilRobot;48225087]tell that to Splat Fortress.[/QUOTE]
Already copyright claimed.
[QUOTE=thegrb93;48225509]Already copyright claimed.[/QUOTE]
they didn't claim it under any real legal circumstances though. they only claimed it because they knew i wouldn't contest it (and they're right, because that gives them the right to legally sue me.) i can show you the page where it flat out says the content infringed upon is listed as "NONE". also that's just the video. i can still make the gamemode all i want.
also project m is still up and running for example, and they use more stuff than we do and/or will.
[QUOTE=LilRobot;48225087]
it completely ignores normals, so the ink remains shiny and smooth no matter where it is.
[/QUOTE]
It looks like it uses the normal map to me.
[IMG]http://imgur.com/Rlq9EZB.jpg[/IMG]
I'm starting to think that the portal 2 gels are done using a second shader pass in LightmappedGeneric. So, if I can get my own shader used on brushes, I could [i]potentially[/i] get this working. On that note, I've found out that the pyroland shader works by dynamically generating new materials based off of the traditional vmt materials, with the name <OldName>_replacement. These materials simply specify the pyroland shader instead of LightmappedGeneric. So now I just have to figure out how they managed to render the world with these new materials. IRenderView::InstallBrushSurfaceRenderer( IBrushRenderer* pBrushRenderer ) looks like a promising candidate, but I imagine there will be some major performance penalty for using it to render every surface. Half-Life 2 only uses this function for rendering func_breakablesurf entities. But I won't know for sure until I try it.
oh. well then.
granted, i've only played the game once, so...yeah. either way they do load it onto a secondary layer, i've poked the models enough and they call for a second layer [with materials] labeled "ink00".
I will watch this one, however, i will honestly wish you luck with the paiting mechanic, because its going to be troubling to do that without a huge performance cost, mostly because Renders would need Multicore to run well and because Portal 2 source engine has recieved lots of modifications to make proper use of those fluid mechanics
Yeah Portal 2 seems to be the closest thing to the way Spatoon works, since it paints on the ground in a very random way (not like loads of the same decal) but Gmod only has bits and pieces from the Portal 2 engine.
Hey, Could i help? I might can create the stages from splatoon. I have the game, and time so..
This actually looks pretty cool, nice work!
Can I ask you a question? How its calculate the score? An amount of ink? And how it count an ink in the map? //bad grammar.
Holy shit I love you.
Looks so fkn awesome.
This looks amazing and just the hud is good enough to cost like 5$ on SF.
Please don't make this paid tho.
It will be really awesome if 6 friends could just play this on a local server...
amazing !! i think you need sound for ink submersion and also some particle for detect player in their ink ;D good job so far,i'm hyped for this ! pls make it real ;D
So you might remember when I posted in here 4 weeks ago, talking about how I was considering making a Splatoon gamemode, and the main mechanic being difficult. Here's an update on where I am with that.
[video=youtube;t_FPfL-ViT0]http://www.youtube.com/watch?v=t_FPfL-ViT0[/video]
Maybe you want unique soundtrack for this gamemode.
I can make one for you, as same style as Splatoon.
[QUOTE=Jcw87;48506356]So you might remember when I posted in here 4 weeks ago, talking about how I was considering making a Splatoon gamemode, and the main mechanic being difficult. Here's an update on where I am with that.
[video=youtube;t_FPfL-ViT0]http://www.youtube.com/watch?v=t_FPfL-ViT0[/video][/QUOTE]
i feel like the ink is not shiny enough,but then it's just my feel about it ;p
[QUOTE=ApertureXS200;48509042]i feel like the ink is not shiny enough,but then it's just my feel about it ;p[/QUOTE]
That would be because I haven't added that yet. I can't use the normal maps properly yet, since LightmappedGeneric uses the same texcoords for the base texture and the normal map, and I'm using different coordinates for the base texture. I'm probably going to make a custom shader to render the paint in the future, but for now, while I'm working on the basics, I'll stick to LightmappedGeneric.
Can't wait for final gamemode! This gamemode would work well with TF2 maps. Just make it symmetrical, make a middle connecting the two, and wallah instant splatoon map! :scream:
Any progress since last post?
[QUOTE=freaqzz;48623942]Any progress since last post?[/QUOTE]
Well apparently the first post has been updated a few times without any new posts from the OP. Pretty sure the following things were not there when I first posted in this thread.
[QUOTE=bran92don;48139425]
[B]Video of Ink engine (Coded by CrishNate):[/B]
[video=youtube;Bq-Xo4EJ_0I]https://www.youtube.com/watch?v=Bq-Xo4EJ_0I[/video]
[B]Change Log:[/B]
[code]
[I](7/9/2015):[/I]
*Improved Hud
*Added killed notice
*Added in Music
*Implemented Player Slingshotting
*Improved ink speed
*Worked on ink gun some more
*Synced point/Money system with Hud
[I](8/11/2015):[/I]
*Added character selection screen
*Made colors correspond with players color
*Made ink tanks appear on back and go down with ammo use
*Combined together with CrishNate to get a good looking ink engine
*Fused new ink system with points
*Worked some on ink weapon base (Made some of the weapon models into sweps)
[/code]
[/QUOTE]
As for my work, I fixed the lightmap issue seen in the video I posted, and made paint render on brush entities. I started on displacements, but that quickly became annoying as fuck. I looked into optimizing the paint rendering, but implementing optimizations may require adding vertex and index buffer overrides to the mesh library. I've put that stuff on hold to work on other bits (like networking).
Can he show us some of the ink weapon :D ?
[QUOTE=ApertureXS200;48627405]Can he show us some of the ink weapon :D ?[/QUOTE]
Sorry I have been busy with school and such.
Gamemode:
As of right now I only have the base for the guns. So basically the guns work the way they are supposed to I just haven't added the models in yet.I have been working on the shop more recently though. Just setting it up to where players can add in their own content with ease. The gamemode is actually pretty close to being done.
Ink Engine:
Crish Nate actually changed the ink engine around so that it follows shadows and such now, but he is still working on the new ink engine some more.
Map:
I have a guy named sen working on it but I don't have any pics of the map to show you guys as of right now.
Seems like an odd gamemode, but it definitely looks like it could be something.
[QUOTE=bran92don;48636600]Sorry I have been busy with school and such.[/QUOTE]
Yea we all have some work, but i'm trying make a best optimization for ink rendering. But i still have a problem with lightmapping, and my ink still glowing.
Take a look at [url]https://github.com/BillyTheBull/localizedphysics[/url] , it may be able to help with climbing walls.
[QUOTE=bran92don;48636600]Sorry I have been busy with school and such.
Gamemode:
As of right now I only have the base for the guns. So basically the guns work the way they are supposed to I just haven't added the models in yet.I have been working on the shop more recently though. Just setting it up to where players can add in their own content with ease. The gamemode is actually pretty close to being done.
Ink Engine:
Crish Nate actually changed the ink engine around so that it follows shadows and such now, but he is still working on the new ink engine some more.
Map:
I have a guy named sen working on it but I don't have any pics of the map to show you guys as of right now.[/QUOTE]
Is there any particle when swimming in the ink ?
[QUOTE=ApertureXS200;48695040]Is there any particle when swimming in the ink ?[/QUOTE]
If your referring to when you enter the ink how it does a splash effect no there currently isn't one. Some things I was gonna add later on.
Any news yet :cat: ?
[QUOTE=ApertureXS200;48731280]Any news yet :cat: ?[/QUOTE]
I am Just working on the roller weapon and some of the special weapons. Crishnate is working on making sure the networking for the table is optimized.
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