That’s literally what it is
And yeah I’m going to add whitespace that was just totally unpolished
That’s literally what it is
And yeah I’m going to add whitespace that was just totally unpolished
Hm doesn’t look expandable/collapsable. Maybe it’d help to add an arrow like Roblox Studio.
yeah I just gotta make an asset for it
or do it with frames and a rotation
I’ll post an update when I return to that project
Been working on some elemental moves for Elemental Royale.
I tried to upload some other gifs but they don’t appear to run for some reason
Edit 1:
I worked on a menu for Elemental Royale. However, I will be changing the positioning of the GUIs and the images.
How did you get pixel data from raycasting?
He didn’t. He just raycasts for each pixel and takes the brick color of the point where the ray hits. You can determine if a point is in shadow or not by raycasting from the point of impact of the first ray towards the light source / light direction.
This is not a real-time technique FYI.
So to get a map in 1080p, you’d have to raycast 2073600 times in different positions?
Yeah, or more if you want to do anti-aliasing or other fancy effects like reflection/refraction or fancy shadows rather than hard cutoff shadows.
Also for the simple shadows you’d already have to raycast twice per pixel, so 4147200 times to start with
@Iiau it’s not quite as daunting as it seems. With studio you can run test players to split the workload and solve it quicker.
Here’s a few things I was working on earlier.
all through raycasting?
Technology.
and some raycasts
lol some, you’re funny.
I ported Dr. Kleiner’s Lab (from Half-Life 2) into Roblox
You can check this out for yourself here:
I’ve been doing these ports as a sort of proof of concept, to see what Roblox is aesthetically capable of now. Every mesh in this video was manually ported, and the level was generated using my VMF importer. The plotter effect is done using a Beam, and the glowing orange tubes use a combination of Neon, Glass, and ParticleEmitters to provide its effect.
The biggest hurdle I had to get over was manually porting every single mesh. My importer tells me what meshes I need to import and does the positioning for me, but its up to me to extract each mesh and convert it over to FBX. It required a metric f##k-ton of individual meshes to be ported.
Some models had to be composed of multiple meshes because of them having multiple UV maps.
Overall, I think the payoff was worth it. The map looks really nice, and I hope it’ll look even better when future-is-bright rolls around.
I think “even better” is an under statement
If that’s Future Is Bright I feel like you’re not doing something right…
I didn’t change any of the lighting settings.
The contrast really needs some work.
Working on a series of videos heavily inspired by The Punisher and Daredevil