What are you working on currently? [2016]

I’m not necessarily worried about replication – I believe the purpose of joints is to stop replicating Part1’s CFrame and instead only send updates to the joint, saving the need to constantly replicate CFrame and only send changes over while the joint is being animated. Though I’m not sure on this – maybe @zeuxcg can correct or affirm this.

Pre-unions/meshes, I would see guns that were 100 parts and caused serious performance issues, even though the gun components remained static once equipped. I’m not sure why this was (components were CanCollide=false and joints were not being changed), but I imagine a similar situation would happen with the fingers.

King’s Landing in SmoothPlastic, we’re nearing completion :slight_smile:

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I think you guys might enjoy what I’m working on, and I’ve been looking forward to showing off what I’ve got so far.

I’ll start this off by showing everyone this screenshot.

Now some of you might be thinking “Oooh neat, he put the R15 version of his character into Blender. I wonder how long it took him to assemble that.”

But heres where things get CRAZY.
I didn’t assemble this myself, it was automatically generated using a program that I wrote entirely in C#.

For the past few days, I’ve been working on rewriting my Rbx2Source program from the ground up. For those of you who don’t know about it, Rbx2Source is a tool I made that ports roblox characters, and other items into the Source Engine.

This new version of the tool rips the .mesh files and models directly from the website, parses them into data that my program can read, and does some crazy stuff to build it into an actual mesh with skeleton data. Its compatible with both R6, and R15, and it works with pretty much any catalog assets you throw at it.

Now I’m not going to go into the technical details of how all this works, because that would add at least 5000 more words to this post.

The program will eventually be open source once its completed, but theres still a lot of stuff I have to do to make it user friendly.

This has been a huge test of my endurance to get working correctly, and I’m really happy with what I’ve got so far. Kudos to @EgoMoose for porting ROBLOX’s CFrame datatype into C#, and kudos to my friend AJ (@RedTopper) for helping me reverse engineer the binary .mesh file format.

Stay tuned for more info :slight_smile:!

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the final test is importing animaiton data back into roblox @_@

Thats next on my to-do list :smiley:
It should be fairly easy.

Taking a bit of a break from Cloven Hoof development, here’s another “upscaled” logo.

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This has been a dream of mine. Keep up the great work! I always look forward to seeing the crazy cool things you come up with.

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Mean, I herd you were good but cow that is much better than I expected hoof you.

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Keep this up, and I’ll have some real beef with you

Sorry for the crappy image quality (I even took them at 5k resolution!) but the lighting outside + my room is terrible so it looks bad on my phone.

Here’s my in 6th grade vs me today, almost 10 years later. Pretty glad to be surrounded by my work :smiley: For reference, the Kinetic Code poster is 72 inches (6 feet) wide. (and looks much better than my camera can show sadly :frowning: )

(click to zoom in if you want, the resolution is pretty high)

http://i.imgur.com/LtoSqEm.jpg

http://i.imgur.com/Gp4B1Iu.jpg

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dang, I just made a stained window + glass fully by hand

For comparison resolution-wise, here’s the image dump I’m getting most these logos off of for this.

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I’m working on some next generation emergent gameplay.

http://puu.sh/szOjg/63a18bb843.webm

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Phantom Forces has nothing on this.

die die die but then just slightly faster

What are you updscaling these with? Inkscapes trace bitmap would work pretty well for this stuff.

  • Just import a picture
  • right click > trace bitmap
  • select color and pick a scan number to match the number of colors in the image (with live preview on you can just increment it until it looks right)
  • selector the vector, file > export png and set the size you want to export at.

    (my screenshot tool wrekt this image with compression .-.)

Something much lazier than that. I just crop from that image dump, open up a new photoshop file that’s of a larger size, paste in the logo, transform the image to fit the new size, then go over it with the paint bucket tool until it looks passable.

First import:

Transforming:

Then the background gets cut out and the rest of it gets the paint bucket tool, and then we end up with this:

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Die Die Die!

raw.gif

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Trying out a new cartoonish style:

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Decided to turn on low-grav in one server.

Ragdolls lol


http://i.imgur.com/PiCCNJk.gif

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