GMod - What are you working on? January 2015 (#41)
Look at that code.

I had the script working with the aforementioned but the latency was pretty high and when two people submitted a request at the same time one would either time our or return the same sound as the other.

Didn’t see that. Ty.

I use volume 0.1 and lower; you can also divide the voice volume by your volume convar. Then you’ll have a solid base line to compare volume against.

awesomium is updated as often as gmod is and is just as unstable; so that wouldn’t change much

3D2D UI for a custom escape menu I’ve made.

you should probably up the resolution of that a bit, but it’s really pretty none the less

Looks awesome. I don’t see a resolution problem, per se. I assume the screenshot was resized after it was taken? If it was not, I guess the font could be crisper. (btw, what are your graphics settings?)

The font is a bit blurry, yes. And that margin on the bottom… is too small.

That reminds me a bit of how Warframe does their escape menu, looks great.

Yeah I could see upping the resolution. Right now it’s rendered at around 400 x 350 pixels I think. I’ll up it after school today and post new picz.

My co-owner aStonedPenguin agrees with you. I hadn’t noticed that but I’ll fix it.

How did you blur the stuff behind the 3D2D panel? Stencils?

Same as you’d do with non 3D 2D panels I’d guess.

[editline]20th January 2015[/editline]

Nah. The blurr texture massively derps in 3D space… if I get a chance I’ll post screenshot of what it looks like without the rendering tricks I used. Basically the blur texture takes some fragment of the screen and blurs that, that fragment obviously isn’t going to properly map to what’s actually behind the panel after the 3d projection has been applied, so you’ll get a blurred segment of some random part of the screen… it looks pretty weird but a bit awesome.

I did as Arizard suggested use stencils for it.[/t]

Took me about 15 minutes to get it right. Had to use custom material tho. ( Edited pp/dof with solid $basetexture )

[editline]20th January 2015[/editline]


[editline]20th January 2015[/editline]

hook.Add( "PostDrawTranslucentRenderables", "example", function()

		cam.Start3D2D(Vector( 0, 0, 0 ), Angle( 0, 0, 0 ), .1 )
			local matBlurScreen = Material( "dof" )
			surface.SetMaterial( matBlurScreen )
			surface.SetDrawColor( 255, 255, 255, 255 )
			for i=1, 10 do
				matBlurScreen:SetFloat( "$blur", Fraction )
				render.UpdateFullScreenDepthTexture( )
				render.UpdatePowerOfTwoTexture( )
				render.UpdateRefractTexture( )
				if ( render ) then render.UpdateScreenEffectTexture() end -- Todo: Make this available to menu Lua
				surface.DrawTexturedRect( - ScrW()/2, 0, ScrW(), ScrH() )
			// Black box overlay + outline
			draw.RoundedBox( 0,  - ScrW()/2, 0, ScrW(), ScrH(), Color(0,0,0, 200) )
			surface.SetDrawColor( 0, 0, 0, 255 )
			for i=0,5 do
				surface.DrawOutlinedRect(  -ScrW()/2 + i, 0 + i, ScrW() - i*2, ScrH() - i*2 )
end )

dof.vmt ( I am sure you can pick something better than models/wireframe and strip it down more )

	"$model" 1
	"$dudvmap" "models/wireframe"
 	"$normalmap" "models/wireframe"
 	"$refractamount" "0"
	"$vertexalpha" "1"
	"$vertexcolor" "1"
	"$translucent" "1"
	"$forcerefract" 1
 	"$bluramount" "1"
	"$nofog" "1"

		"$fallbackmaterial" "null"

Now someone make an Aero panel skinset.

What changes were made to actually make it work with 3D? Like why does your material edit but the old one doesn’t?

Just curious. I’m really not familiar with valve’s texture system at all, the documentation is quite le mess.

I have no idea, compare pp/dof.vmt (or my vmt) and pp/blurscreen.vmt and see for yourself.

Liberty Prime stuff

This thread causes me a specific kind of pain.

“I could have made this”