• GMod - What are you working on? - March 2014
    802 replies, posted
[QUOTE=Nookyava;44306025]Add a texture to the black.[/QUOTE] Hmm, what kind of texture would you recommend? Know any good ones?
[QUOTE=Fortune11709;44306109]Hmm, what kind of texture would you recommend? Know any good ones?[/QUOTE] Try a vertical gradient and make the height of the poly higher so it doesn't look funky
[QUOTE=RocketMania;44297988][video=youtube;_42VIzY8Qnw]http://www.youtube.com/watch?v=_42VIzY8Qnw&feature=youtu.be[/video] i made new intro for my gamemode.[/QUOTE] what the flying fuck
it begs the question, why does he not just make it his own full game? why gmod when he has the ability to make it something standalone, for instance in unity?
[QUOTE=bitches;44306630]it begs the question, why does he not just make it his own full game? why gmod when he has the ability to make it something standalone, for instance in unity?[/QUOTE] it would be without the limitations of source as well, but they would have to code there own physics (don't count me on this I don't know how unity works).
[QUOTE=Pigbear;44307922]it would be without the limitations of source as well, but they would have to code there own physics (don't count me on this I don't know how unity works).[/QUOTE] Unity isn't the best choice for game engine. Well, yeah, it's easy2code, but the script (Mono C#, JS, Boo) interpreter is slow as hell, and these scripts are easy to extract and/or hijack. Example: [B]RUST[/B]. So, I don't think using Unity as game engine for PC game is best idea.
[QUOTE=ks_uw-the_cat;44308020]interpreter is slow as hell[/QUOTE] C# isn't even interpreted you twat [highlight](User was banned for this post ("Flaming. Don't be rude." - postal))[/highlight]
[QUOTE=DarKSunrise;44308053]C# isn't even interpreted you twat[/QUOTE] In Unity3D it's stored in SCRIPT-form and is interpreted as script. [EDIT] Oh nvm, they are actually compiled, but still, are managed and easy2rip from finished product (game).
[QUOTE=RocketMania;44297988][video=youtube;_42VIzY8Qnw]http://www.youtube.com/watch?v=_42VIzY8Qnw&feature=youtu.be[/video] i made new intro for my gamemode.[/QUOTE] You put more effort in the entry menu then some people put into their entire gamemode (cough codehire). My hat is off to you sir. I love your incorporation of the clientside models, it's quite refreshing to see a menu that incorporates animations as you did. Maw is going to have some strong competition here. People should use it as a reference.
I wrote a script for removing displacements by modifying BSP files. [thumb]http://i.imgur.com/ZeA3wAI.jpg[/thumb] Pictured is evocity with the cave removed. [thumb]http://i.imgur.com/FBS2P8Y.jpg[/thumb] The same location (different angle) with the cave.
That means you can hook prop_static?
[QUOTE=_Kilburn;44299130][media]http://www.youtube.com/watch?v=b0ShrBSqw_I[/media] Implementing this hook was completely worth it.[/QUOTE] Is that in the next version or is it already impletemented?
Does anyone remember the helper thing for creating circular progress bars that was released in WAYWO some time ago? I really can't find it..
[QUOTE=Ducky3426;44311208]Does anyone remember the helper thing for creating circular progress bars that was released in WAYWO some time ago? I really can't find it..[/QUOTE] [url]http://facepunch.com/showthread.php?t=1277997[/url] -- Bobble posted something at the bottom: [url]http://facepunch.com/showthread.php?t=1277997&p=41023275&viewfull=1#post41023275[/url] I'm not sure if that's what you're looking for or not. It is possible to create a circle poly: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/poly/simplified_circles_with_poly.lua[/url]
[QUOTE=CrashLemon;44311132]Is that in the next version or is it already impletemented?[/QUOTE] Next version.
Working on a very simple lua library for people who don't really understand how animations work, or the maths to do them. [t]http://gyazo.com/190596b59bdae2fbf961b32f44ff7751.png[/t] [URL="gyazo.com/96046f74869a6b49f386684a75b40a7e"]See it in action! [ Press MP4 for no lag ][/URL] The syntax is very simple, and is the same for a normal way to draw a box, but instead we add 3 new arguments. [code] Animations:BouncingBox( Direction , Distance , Speed , Rounded , LeftRight , UpDown, Width, Height, Color1 ) Animations:BouncingText( Direction, Distance, Speed, Text, Font, UpDown, LeftRight, Color1, Color2 ) --Very simple as you can see, and some particle uses. ( See Link above! ) Animations:BouncingBox("Longitude",70,100,8,100,100,100,100, Color ( 0, 0, 250, 130 ) ) Animations:BouncingBox("Latitude",-70,100,8,100,100,100,100, Color ( 250, 0, 0, 130 ) ) Animations:BouncingBox("Diagonal",-70,25,8,100,100,100,100, Color ( 0, 250, 0, 130 ) ) -- Produces http://gyazo.com/96046f74869a6b49f386684a75b40a7e [/code] It will be released in my new gamemode. More on this soon!
Doing my first ever gamemode... I really wish to find a good GUI and HUD tutorial sometime soon [url]http://imgur.com/pD6xUI4,UbmRK6N[/url]
[QUOTE=_Hal0x_;44318147]Doing my first ever gamemode... I really wish to find a good GUI and HUD tutorial sometime soon [url]http://imgur.com/pD6xUI4,UbmRK6N[/url][/QUOTE] I like the maurits wiki ones. [url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index7a06.html[/url] I haven't really used the HUD ones, mainly used the derma tuts
Quick Turret with exaggerated sounds. [media]http://www.youtube.com/watch?v=htNhPWyUexs&feature=youtu.be[/media]
[QUOTE=Haskell;44315384]Working on a very simple lua library for people who don't really understand how animations work, or the maths to do them. [t]http://gyazo.com/190596b59bdae2fbf961b32f44ff7751.png[/t] [URL="gyazo.com/96046f74869a6b49f386684a75b40a7e"]See it in action! [ Press MP4 for no lag ][/URL] The syntax is very simple, and is the same for a normal way to draw a box, but instead we add 3 new arguments. [code] Animations:BouncingBox( Direction , Distance , Speed , Rounded , LeftRight , UpDown, Width, Height, Color1 ) Animations:BouncingText( Direction, Distance, Speed, Text, Font, UpDown, LeftRight, Color1, Color2 ) --Very simple as you can see, and some particle uses. ( See Link above! ) Animations:BouncingBox("Longitude",70,100,8,100,100,100,100, Color ( 0, 0, 250, 130 ) ) Animations:BouncingBox("Latitude",-70,100,8,100,100,100,100, Color ( 250, 0, 0, 130 ) ) Animations:BouncingBox("Diagonal",-70,25,8,100,100,100,100, Color ( 0, 250, 0, 130 ) ) -- Produces http://gyazo.com/96046f74869a6b49f386684a75b40a7e [/code] It will be released in my new gamemode. More on this soon![/QUOTE] Would be cool if you can make it function like TweenJS it's the best i've ever used for animations, the callbacks are really useful [url]http://www.createjs.com/#!/TweenJS/documentation[/url]
[QUOTE=Acecool;44311258][url]http://facepunch.com/showthread.php?t=1277997[/url] -- Bobble posted something at the bottom: [url]http://facepunch.com/showthread.php?t=1277997&p=41023275&viewfull=1#post41023275[/url] I'm not sure if that's what you're looking for or not. It is possible to create a circle poly: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/poly/simplified_circles_with_poly.lua[/url][/QUOTE] Saw some broken code on that thread, fixed it so it works. [code] function DrawPartialCircle( x, y, radius, linewidth, startangle, endangle, aa ) aa = aa or 1 startangle = math.Clamp( startangle or 0, 0, 360 ) endangle = math.Clamp( endangle or 360, 0, 360 ) if endangle < startangle then local temp = endangle endangle = startangle startangle = temp end for i=startangle, endangle, aa do local _i = i * math.rad( startangle / radius ) surface.DrawTexturedRectRotated(math.cos( _i ) * (radius - linewidth) + x,math.sin( _i ) * (radius - linewidth) + y, linewidth, aa*2, -i ) end end [/code] It can now be called using [code] DrawPartialCircle( 500, 100, 10, 50, 10, 180, 1) [/code] Which will produce [t]http://i.gyazo.com/e158e317d5a14ebf6745f457d67c1b57.png[/t] You can have a ton of fun with this, this code [code] DrawPartialCircle( 100, 200, 10, 100, 360, 180, 1) [/code] Will produce this! [t]http://i.gyazo.com/c0adc71c7691636b13322aa19495b42d.png[/t] Be careful with the last argument as it can cause crashes! [B]Update[/B] Agree this post if you want me to release my animations and circle drawing library! [video=youtube;Mybz8EiACMg]http://www.youtube.com/watch?v=Mybz8EiACMg[/video]
[media]http://www.youtube.com/watch?v=O7h3mG5SQLU[/media] Demonstrated: - Ability to provide an array to list multiple things (e.g. !slay [#me, #this, #dead]). Arrays can be within arrays too. - Targeters (#alive, #dead, #admin, #all, #me, etc...) - Group creation and editing in the menu (also synchronized instantly) Part of an admin mod coming soon
Not flawless but still beats spending hours making bodygroups for each model: [img_thumb]http://puu.sh/7Fybb[/img_thumb] [img_thumb]http://puu.sh/7FygG[/img_thumb] [img_thumb]http://puu.sh/7FyhW[/img_thumb] [img_thumb]http://puu.sh/7FyN0.jpg[/img_thumb]
[QUOTE=ash47;44309620]I wrote a script for removing displacements by modifying BSP files. [thumb]http://i.imgur.com/ZeA3wAI.jpg[/thumb] Pictured is evocity with the cave removed. [thumb]http://i.imgur.com/FBS2P8Y.jpg[/thumb] The same location (different angle) with the cave.[/QUOTE] Is it possible to start a new map, where the previous map ends? That'd be an interesting idea.
Been sick .. so had at lot of time. [t]http://cloud-3.steampowered.com/ugc/598157860973867997/4D9E9503F727444F05254E131958D76D0A79DBC1/[/t] (Tested ~40 bots + a ton of nukes/missiles and how did that bot score 1 point?) - Added a temporary skin for the nuke. - Gave all the weapons an icon. - Gave the player animation-reactions. (On kills so far) - Added a custom death-note to the hud. - Tweaked all the weapons. - Added scoreboard (first-place, second-place, third-place, most kills and most deaths). - Fixed a few bugs. - Is now playable. (Kinda) - Todo: Fix the face color .. got no clue why it happens after I make the player visible again.
Finally got some decent looking scope overlays using hud paint. Now only if they wouldn't spaz so much when reloading... [video=youtube;Ej2yzTJK2JY]http://www.youtube.com/watch?v=Ej2yzTJK2JY&feature=youtu.be[/video] (Ignore that SG552 pic on the thumbnail. Didn't have any other ones and was feeling lazy.)
Here's a Hub for my community that me and a co-owner have been working on [IMG]http://i.imgur.com/HBpChxd.png[/IMG] Ignoring the few visual bugs, does anyone know how I could black out the world and only draw the player? Like how Murder blacks out the world when you die.
that looks really good also try move the shop panel up so that it's connecting with the tabs at the top and here's how murder does it [LUA] function GM:RenderDeathOverlay() local client = LocalPlayer() local sw, sh = ScrW(), ScrH() if GAMEMODE.SpectateTime > CurTime() then // render black screen surface.SetDrawColor(0,0,0,255) surface.DrawRect(-1,-1,sw + 2,sh + 2) render.SetColorModulation(1, 1, 1) render.SetBlend(1) // render body cam.Start3D( EyePos(), EyeAngles() ) cam.IgnoreZ(true) local ent = client:GetRagdollEntity() if IsValid(ent) then ent:DrawModel() end cam.IgnoreZ(false) cam.End3D() end end [/LUA] edited: sonics the name speeds my game
[QUOTE=Arizard;44328809]does anyone know how I could black out the world and only draw the player? Like how Murder blacks out the world when you die.[/QUOTE] Just draw a black rect over the entire screen and then draw your player model manually. [editline]ada[/editline] :ninja:
Done some texture job for my combine turret. It's bit useless but yeah- [t]http://i.imgur.com/tGRFlA7.jpg[/t] [t]http://i.imgur.com/VJYw4v5.jpg[/t]
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