Finished
I love! The details and lighting are amazing, keep it up!
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That is really really clean, I was wondering, any tutorials on how to get the lighting so good?
the light was just volumetrics, 2 area lights, and 3 metal lamps with emmision at the top
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There’s two main things going on here:
- the models have been made with only unrotated parts (no wedges or spheres)
- the parts slicing the models also have no rotation.
my guess as to how this has been made is that when the models are sliced a script loops through all of the parts in the model, and checks if a slicer is intersecting it. If it is being intersected the script can replace the original part with two seperate parts, creating the slicing effect.
That’s likely the basic concept of how the slicing works, however there’s a lot more going on (such as connecting parts back together, multiple slicers and models, as well as a ton of possible edge cases). All together it’s incredibly impressive.
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During my spare time I’ve been working on something so ridiculously difficult and ambitious that I’m not surprised it hasn’t been attempted by others yet.
Automatically porting models from the Source Engine into Roblox!
Getting to this point took several stages and a few weeks of work:
- Parsing Valve’s VPK files to extract their game assets
- Interpreting their VTF texture format (sort of a DDS hybrid)
- Interpreting their MDL, VVD, and VTX model formats (6-dimensional pain)
- Generating local *.mesh/*.png files that Roblox can use to render the models as MeshParts.
- Generating *.rbxm files that compose the multi-texture meshes together.
This is only the first stage too, I’m not stopping here. I’m going to try and do a completely automated 1:1 port of source engine levels into Roblox.
Expect to see results soon!
The code making this possible is also open-sourced here:
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Tryna optimize having a stupid amount of humanoids on mobile
Things I’ve done to optimize:
- Load humanoid character on client (Each character is a single part on server)
- Disabled every humanoid state
- Disabled character collisions w/ collision group
- Unload characters that are not visible on camera or are too far away
(by unload, I mean set parent to not under workspace) - Capped amount of characters that can load at once
- Prioritized loading characters closest to camera first
Still seems to lag when too many of them are too close to each other.
We can probably fix this by taking this into account when doing AI stuff, but it’s weird. Anyone know why this happens?
I’d love any suggestions for further optimization!
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Figured out how to trance even better.
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HOW IS THIS ROBLOX!? DUDE YOUR INSANE!
Well done my friend!
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Right Now, Im making a game about climate change, because I would of never expected a heatwave in Seattle to be so hot.
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I found that instead of reparenting them to ReplicatedStorage or whatever, you can just set their PrimaryPartCFrame to extremely far away and they’ll stop being rendered by the client (be careful as once you cross a certain number, models will start to discombobulate). Setting CFrame takes less resources than setting the parent.
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This is a great issue to bring attention to! I also suffered through Washington’s heatwave, it was crazy
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Thank you, this means a lot to me now
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I got the island sink ending, this game is awesome! i will try to get the other endings later
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