What are you working on? - WAYWO

Started by Papa Brickolini · one year ago · 322 replies · 24,236 views

edited 8 months ago#211
Remscar
Member
JoinedMay 2021 Posts49 Score2,705
Added barricades to my game today.

Messed around with how to make a destruction effect for when they break, tried two methods;

The flat panel guys are a prefab that's all the individual pieces as game objects with colliders.

For the bigger boxes I split the actual mesh into individual pieces and then added a bone to each one, then in ModelDoc added physics shapes and used ModelPhysics.

I might prefer the first approach I used since it was quicker to implement and working in ModelDoc is always a pita.

(poor quality video)
edited 7 months ago#212
Divined
Member
JoinedMay 2021 Posts22 Score105

Made a bridge plugin (basic func for now) to import Fab/Quixel models into sbox via socket. Creates vmdl with material and textures for you. Mostly did it cause I'll be doing some scene renders for fun so it's useful for me so I'll expand on it as I use it myself, has a couple of things I can fix I can think of right now but will do when I get some more time, if you import a model that's not a quixel scan it might screw up the material setup due to namings etc but it should still import the model and make it a vmdl but the material might need manual setup if that's the case (the textures should still come through), depends on the asset!

I did it as a PoC, hope it's useful to people even as a proof of concept.

https://github.com/cmg-divined/sbox-fab-bridge-plugin

Library: https://sbox.game/divined/fabquixelbridge/
#213
Titanovsky
Member
JoinedSep 2021 Posts324 Score3,958
I'm finishing my first game in 2026. I started with an easy RPG-idle clicker, and I also plan to make a giveaway there.
#214
QuackCocaine
Member
JoinedJul 2021 Posts31 Score165
Shadergraph pr with a bunch of qol improvements along with being able to pas texture 2ds into subgraphs
edited 7 months ago#215
Divined
Member
JoinedMay 2021 Posts22 Score105
Restarted my gmod mount from scratch: https://github.com/cmg-divined/gmod-mount

Right now it supports mostly everything besides skin material groups but it deals with vpk files, gma files and even manual installations people sometimes do directly in materials/models in the gmod folder.

The intention is to plug in Xenthio's RTX material pipeline to convert gmod pseudo-pbr materials over to sbox's PBR system long-term.

EDIT: I added support for MWB materials automatically converted to sbox's PBR system so basically pseudo pbr -> actual pbr as well as bodygroups and the foundations for skins/material groups.
edited 7 months ago#216
Divined
Member
JoinedMay 2021 Posts22 Score105
I saw .mdl to .vmdl support in modeldoc was removed so I started work on an external program to convert .mdl to .vmdl (well .mdl to .smd and creation of .vmdl) for use in s&box. It can currently convert ragdolls over from gmod with proper bone support, physics, hitboxes, bodygroups as well as material support for source engine materials, pseudopbr techniques etc.

https://github.com/cmg-divined/mdl-to-vmdl-converter

I am primarily making this for people who created art posters in gmod so I will be implementing a material pipeline to fit that kind of design but will have support for default conversions. 

EDIT: Morphs are done properly differentiating from left to right morphs and combination ones (like bite/overbite etc) as well as converting eye materials from s1 models to the eyeball equivalent we have in sbox. It's pretty much done, I might look into animations tomorrow.

EDIT 2: Animations are in, skins (material groups), attachments. I'd say it's done for now, at least for what I need it for.
#217
ceitine
Member
JoinedMay 2021 Posts34 Score865
wrote some proper buoyancy physics for My Summer Cottage
body is turned into evenly distributed points -> points are sent to compute -> compute shits back water height level  for each point -> forces are applied depending on amount submersed
#218
devultj
Facepunch
JoinedApr 2021 Posts87 Score2,870
Looks awesome!
edited 7 months ago#219
Remscar
Member
JoinedMay 2021 Posts49 Score2,705
Playing around with sub menus.

Went about building it one way and then realized the way I think I want to do it in the end is way simpler

---

Build all the traps



#220
Flam3s
Member
JoinedJan 2026 Posts4 Score840
Some different "Progress Bar" UI; one for too fast businesses, one for slow businesses.
#221
K3rhos
Member
JoinedJul 2023 Posts58 Score680
I've just finished my volumetric clouds post processing shader !

#222
tytimp4_
Member
JoinedSep 2022 Posts109 Score39,968
looks so fucking sexy
edited 7 months ago#223
www.sbox.trading | 2
Member
JoinedOct 2025 Posts6 Score40



We have added the ability to buy more than one item at once from a browser without having to open the s&box game client.

https://sbox.trading/store
#224
Zontax
Member
JoinedMay 2023 Posts82 Score8,257
Non-Euclidean test chambers with portals
#225
Titanovsky
Member
JoinedSep 2021 Posts324 Score3,958
#226
K3rhos
Member
JoinedJul 2023 Posts58 Score680
Just finished my rain system (shaders & weather script)

#227
trende
Member
JoinedJul 2022 Posts60 Score4,386
Here's a flyby of the next Map coming to Zombies
#228
QuackCocaine
Member
JoinedJul 2021 Posts31 Score165
Working away on an update to reflectivity
edited 6 months ago#229
Asphaltian
Member
JoinedAug 2022 Posts180 Score1,473
Got a functional Game Boy Advance emulator entirely written in C# working! A longer video demo is here for anyone interested.

EDIT: I'm posting updates about the project in this thread now.
#230
7Glitched7
Member
JoinedMar 2024 Posts1 Score603
I made a true first person camera thingy a while back, it's kinda janky and only works in singleplayer, but it works!
#231
CorentArt
Member
JoinedNov 2024 Posts10 Score1,106
I'm working on improving the lighting and mood of Terry's Granny. For now, I'm more than happy with how it's going!
#232
fishy
Member
JoinedFeb 2023 Posts82 Score1,548
Finally got some time to sit down and rewrite a lot of this to use all the recent NodeGraph changes. Really want to get it wrapped up and out the door once I'm back from holidays.

#233
dictateurfou
Member
JoinedFeb 2023 Posts3 Score140
Tired of having to use Blender and deal with a nightmare anim graph, I ended up creating an editor module to handle it directly. Optimization-wise, I really struggled, but to preserve the character size, I still have to redo some calculations at runtime. I can’t get below 0.020 ms. I could probably do better, but that would mean removing the character size parameter, and I want to keep it. I even have a method for static NPCs that performs better than the anim graph for that kind of use case.
with some optimisation i can animate 800 pnj
#234
Remscar
Member
JoinedMay 2021 Posts49 Score2,705
Added a boat load more monsters, finally almost done with this project.
#235
gasleet
Member
JoinedAug 2024 Posts77 Score6,843
Making a big play mat for a monster truck. Thanks Laylad for the suspension <3. Shoot zombies with a pew pew and a rocket launcher!


#236
Austin
Member
JoinedOct 2021 Posts155 Score2,540
Item carrying system, uses 1 handed and 2 handed items with hand anchor points so you can adjust those points in each prefab to make it look nice in both first person and third person. (cone is a 1 handed item, the cinderblock is a 2 handed item which is why when only holding down one button it just sorta reaches for the item instead of picking it up)
#237
Austin
Member
JoinedOct 2021 Posts155 Score2,540
added a storage/packing thing, pretty cool. can move the box and the items stay in place, pressing "r" unpacks the items and places them at your feet. going to work on item scaling to make sure it doesn't clip through the box, but that's all polishing stuff i'm not interested in doing right now.
#238
Braxen 🐟
Member
JoinedJun 2021 Posts189 Score165


Making a mount for Motocross Madness 2, basically none of these proprietary formats have documentation. A lot of uncertainty and exe disassembly.
#239
Braxen 🐟
Member
JoinedJun 2021 Posts189 Score165

great progress on the mount
#240
trende
Member
JoinedJul 2022 Posts60 Score4,386
SonnerTag map rework for Zombies (by our mapper Grafis)
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.