GuiPart Instances and RenderTargetFrame Instances

Instance “GuiPart”

Purposes/Uses for GuiPart:

1.) Able to render parts in a screengui or guiobject
2.) Able to attach the guipart to a guiobject so it would be able to follow the player’s camera without using a cframe, c0, c1, etc… updating loop.
3.) Also add a property like ‘ClipWithGlobalParts’ so you can turn this on/off, if off the parts will always show above parts in workspace and won’t clip inside them.
4.) This would be good for gun games such as “Phantom Forces”, “Paintball”, etc…

Examples would be games like RuneScape, TwoWorlds, Call of Duty, etc… (pretty much any game with a minimap)

Instance “RederTargetFrame”

Purposes/Uses for RenderTargetFrame:

1.) The use for this would be the ability to render a camera view inside a frame, this would be good for top-down mini-maps, a game you could make multi-player locally so you and a friend/sibling could play a game together.
2.) Properties that would be useful for this are basic frame properties and basic camera properties put into one.

Microsoft Render Target Source

This is my first thread I have posted in a long time, sorry if it don’t explain a lot, those who understand and notice I missed some details, please post them in a reply to this, thanks for reading, hope there are some others who could see the usefulness in these.

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Maybe some kind of “ModelRenderFrame” that acts as a camera and has a CoordinateFrame/FieldOfView property, as well as a Model property that you could set to the model that has to be viewed in the frame, would work better. The ModelRenderFrame would act as a viewport based on its properties.

I have no idea how lighting/shadows/etc would work with that and it’s probably impossible to incorporate into the rendering loop, but that’s my idea.

EDIT: This is a comment on your first idea, I should clarify.

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This is a pretty massive request. Most of this can be achieved by cframing parts in front of the camera. The main problem is that either textures will get scaled down to look pretty bad, or world objects will clip in front of the parts.

@Tomarty the request is so you don’t have to cframe it in front of the camera and so it don’t clip.