What are you working on? - WAYWO

Started by Papa Brickolini · one year ago · 339 replies · 26,206 views

edited one year ago#151
ubre
Member
JoinedMay 2021 Posts144 Score10,702
Working on seamless ragdolling, animator made 2 animations for getting up, then we physically ease in/out to the pose.
The idea is that all npcs will be physical, already have animation driven modelphysics working too so you can smash their skull in or run them over
edited:
Since the ragdolling is done per-bone, we can just pick which area of the body gets ragdolled and which one will remain animated. Full ragdoll is just every bone getting ragdolled. Our animators have been asking for a better "flinching" experience since the most you can do through animgraph is just a general direction.
Papa Brickolini
Member
JoinedApr 2021 Posts88 Score6,401
Made a version of the ghoul as an npc for the sandbox game
https://sbox.game/brick/ghoul
garry
Facepunch
JoinedApr 2021 Posts453 Score2,355
That's fucking awesome
NOCK
Member
JoinedJul 2023 Posts38 Score991
The zombies as npc, man your killing it! Keep it up! 
Lot of ideas to do in sfm, for sure
tzainten
Member
JoinedJul 2022 Posts2 Score18,588
Made a component that mimics WorldPanel, but isn't affected by Post Processing effects
Duck
Member
JoinedJul 2023 Posts11 Score248
hoodie
garry
Facepunch
JoinedApr 2021 Posts453 Score2,355
Post process volumes
edited one year ago#158
Matt944
Member
JoinedMay 2021 Posts17 Score3,619
Putting together a bunch of new holes for my minigolf game, here are a couple. You'll be able to play them when staging merges in.
Divined
Member
JoinedMay 2021 Posts22 Score105
https://github.com/cmg-divined/hl2-sbox-mounter

Finished this HL2 mounter today, users can compile and use in the sandbox game too
ShadowBrain
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JoinedApr 2021 Posts32 Score6,513
devultj
Facepunch
JoinedApr 2021 Posts98 Score3,360
cool minimap
www.sbox.trading | 2
Member
JoinedOct 2025 Posts6 Score40

https://sbox.trading

Still closed, testing a lot of things. 
Papa Brickolini
Member
JoinedApr 2021 Posts88 Score6,401
Spooky Halloween stuff 🎃
Divined
Member
JoinedMay 2021 Posts22 Score105
Finally implemented CUE4Parse to make mounting UE games wayyyyyyy easier. Now for parsing all different resource types.
edited one year ago#165
Divined
Member
JoinedMay 2021 Posts22 Score105

What's done: static meshes, skeletal meshes, textures, materials, tool to generate a cache .json file with what each .uasset is instead of having to process that on mount
What's left: animations/proper collisions for the model along with joints and animations
ubre
Member
JoinedMay 2021 Posts144 Score10,702
Need to throw the player out of the windshield but there was no way to rotate the ragdoll as a single body rather than each individually.

Code:
/// <summary>
/// Apply a torque to the ragdoll as a whole rather than on every body individually
/// </summary>
/// <param name="torque">The axis to spin around and speed in radians per second</param>
public void ApplyTorqueToRagdoll( Vector3 torque )
{
	var spinAxis = torque.Normal;
	var spinSpeed = torque.Length; // radians per second
	var angularVelocity = spinAxis * spinSpeed;
	var massCenter = ModelPhysics.MassCenter;

	var rotationCenter = Renderer.TryGetBoneTransform( PELVIS_BONE, out var trasform ) ? trasform.Position : massCenter;
	var centerLinearVelocity = Vector3.Cross( angularVelocity, (massCenter - rotationCenter) );

	foreach ( var body in ModelPhysics.Bodies )
	{
		var bodyVelocity = centerLinearVelocity + Vector3.Cross( angularVelocity, body.Component.WorldPosition - massCenter );
		body.Component.Velocity += bodyVelocity;
		body.Component.AngularVelocity += angularVelocity;
	}
}
Just replace PELVIS_BONE with the name of the bone you want it to rotate around or just use the mass center
www.sbox.trading | 2
Member
JoinedOct 2025 Posts6 Score40

Almost done setting things up. For now, It can be used as a small inventory value tracker and proper amount displaying tool - It seems like we are ahead of Valve on this one here... The amount of s&box items that you have does not display properly in Steam itself, surprisingly enough, due to the stacking feature. We display the correct amount of items that you have as well as an aggregated value here on our platform, for you, the s&box player ;).

( Correct amount showing in the inventory page of
https://sbox.trading )

( Incorrect amount showing on Steam )



🥂


QuackCocaine
Member
JoinedJul 2021 Posts31 Score165
Pushed a small update to shadergraphplus. I was going to wait till next month but the recent update broke something.
https://sbox.game/quack/shadergraphplus/news/november-update-6f8d86ad
Mister Rodgers' Neighbourhood
Member
JoinedAug 2022 Posts6 Score380
I decided to revive Physbox so I can proudly say, "I actually made something on s&box and didn't abandon it after giving up." A lot of game logic has been rewritten from the ground up, and the game is now in a playable state. There are still some issues with props getting stuck in player hitboxes, but that's a problem for another day.

The game is currently marked as WIP, but if you want to give it a go, you can find it here: https://sbox.game/zonical/physbox
ducc
Banned
JoinedSep 2022 Posts101 Score155
Here's a mount browser I'm working on. There's still much for me to implement, but I'm making good progress.
The goal of this mount framework is to make it fast and convenient to develop new game mounts, and to allow the functionality of mounts to be extended with external code.

Planned features include:
  • Build from game data a unified hierarchy of directories, files, binary slices, and structs.
    • Allow any source of binary data to support being dumped to a file or viewed in the browser as hex.
    • Allow all resources to be previewed.
  • The logic for mounting a game is broken in to a series of discrete steps that may be shared between mounts.
    • Much of this logic could be stored in configuration files that the user may easily modify themselves.
    • The time of each step is recorded, making it easy to benchmark changes.
  • All unsafe code is abstracted away from the framework, and loaded only through a plugin system.

The requirements for the mount framework continue to evolve as I figure out what works and what doesn't. 

Grand Theft Auto V is a good flagship mount for this framework because: 
  • Assets are encrypted, requiring that AES keys be extracted from the game executable.
  • Assets are deeply nested. Archive files have their own internal file table with a hierarchy, and files within archives may comprise many smaller files.
  • GTA V contains a large enough variety of high fidelity assets to stress resource management and codec performance.
garry
Facepunch
JoinedApr 2021 Posts453 Score2,355
Working on a storage system, so you can store saves/dupes/spawnlists
Braxen 🐟
Member
JoinedJun 2021 Posts200 Score190
curious as to how saving data on objects is gonna work since components can have just whatever on them, typelibrary property traversal?
garry
Facepunch
JoinedApr 2021 Posts453 Score2,355
I don't know what you mean by saving data on objects?
ubre
Member
JoinedMay 2021 Posts144 Score10,702
Dupe workshop will go crazy
Braxen 🐟
Member
JoinedJun 2021 Posts200 Score190
> I don't know what you mean by saving data on objects?

if you dupe a SENT that has set data on it, how would that be handled?
garry
Facepunch
JoinedApr 2021 Posts453 Score2,355
what is set data?
Zontax
Member
JoinedMay 2023 Posts89 Score8,862
Will this be the default storage of all public properties of components on GameObjects? For example, we played with a sent and it's properties changed, will they all be saved?
garry
Facepunch
JoinedApr 2021 Posts453 Score2,355
yeah, it saves it the same as if you saved it in the editor
Braxen 🐟
Member
JoinedJun 2021 Posts200 Score190
> what is set data?

like synced variables, game state, etc. if you duplicate the connect 4 game, will it keep the same round state with all the discs inside?
if it only saves property attributes it wouldn't save everything, but will be interesting to see
Mister Rodgers' Neighbourhood
Member
JoinedAug 2022 Posts6 Score380
Currently working on a new map for Physbox titled Street. It's extremely basic: one road with lots of props. Lots of opportunities for close-quarters combat. Here's a video of me playing against a basic bot AI that I made a week ago.
people
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