if you set the transparency to 0.001 the transparent areas on the texture disappear without (mostly) affecting the overall transparency
Hold on, lemme show an example
transparency 0
transparency 0.001
if you set the transparency to 0.001 the transparent areas on the texture disappear without (mostly) affecting the overall transparency
Hold on, lemme show an example
transparency 0
transparency 0.001
Ooh that’s awesome. I knew there was a way like that but I was trying to do 0.999 instead of 0.001 which didn’t result in anything so I gave up on it, thinking it got changed or something. This seems to be a better way. Thanks!
But isn’t there a rendering glitch where certain transparent things behind it render on top of it at specific times?
Yeah, thanks to roblox’s sorting
Spent the day on walk cycles. This one has foot placement and bobble. I can’t wait to publish it and let people play with these things!
I don’t think it’s going to work or look good but damned if I won’t try
You’re going to want to make your own mesh for the body… It’ll work if you make your own.
I think I need to redo my “recorder”. So many dropped “frames”.
Edit: Ok, got an idea. Well, will need to do it tomorrow.
Edit 2: Well, numbers weren’t outputting the same as my goal. Starting over with a full visualizer on GitHub.
Isn’t that the one thing from that root-beer thing from that one episodes of Codename Kids Next Door?
Edit: Mr Fizz
I did something easy here, but I like the result Made this with the new Particle ColorSequence.
Like it?
this is cool, but the calves feel waaaay too short
ayy lmao
I was inspired by @Maximum_ADHD, so I converted the standard 2.0 package to R15. I’m still extremely new to Blender, so it’s really not as good as his :o
Working on my new “group only” gui.
And while trying to make a gradient text effect, I have stumbled upon an alien language known as clustertext.
I’m working on a new castle map for an up-coming game called Gold rush. A collaboration between @Dev0mar, @thelolguy301 and I.
Here are 3 basic boosts that will spawn around the game map that will give players an advantage if collected.
Taking a short break to work on my Unity game Super Capacitor. My Vive should arrive in a week or so, then I’ll really be able to get cracking on a toolset for Roomscale. I’ve got an idea for an escape-the-room type game which should be pretty fun.
The wall blocking I think was an important part, but another is an idea I’ve got called VR tools, which has two major parts: Physical and Attachment tools.
Physical tools are things you pick up in the real world which you can use the controller on. They have one or two handles: Dominant and Nondominant, and each handle has its own set of events. They can be thrown and manipulated like any other object. They’ll (optionally) have a unique inventory called hammerspace, which you’ll access by moving your hand behind your head in different places and grabbing/letting go for retrieval/storage. This can be things like a hammer, a minigun, a javelin, etc.
Attachment tools are utilities, more extensions of your controllers. The default attatchment is the grabber, which lets you use physical tools and interact with things like drawers, cups, tables, etc. , but you’ll be able to change attachment via a “move controller over selection” menu. One idea for an attachment tool is a point-and-shoot teleporter that you see in a lot of roomscale games. Another idea is something like a grappling hook that’ll let you pull light objects towards you (It’d be cool if you actually threw the hook!)
I’m going to do a relatively high amount of player trusting here, but still run a few sanity checks (if hand is 3 miles away then scream as loud as you can). Part of me doubts that people with VR headsets are very interested in cheating at this point.
I’m going to take my time with these to make sure they’re written generically enough to be used in any project.