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Russell

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  1. Russell's post in How to obtain the name of the map for a global variable created on main.lua was marked as the answer   
    Forget it team, I have achieved my goal through another unexpected path.
    Many thanks.

  2. Russell's post in (Solved) A Poltergeist with Drawimage only in ONE map. (Rest of maps ok) was marked as the answer   
    I know this thread is old. Sorry to get it back. But I'm happy to have it here...
    Today it has happened to me again in another of the maps of my game, after develop the security camera system, the hud images have become translucent:

    I didn't remember how to fix it.
    But after review the thread and review the original code for the Diving Goggles and adding 2 lines:
    context:SetColor(Vec4(1, 1, 1, 1)) context:SetBlendMode(Blend.Solid)
     
    This solves the problem...

    I know the problem is how i'm using the PostRender function in my lua scripts, but anyway i'm happy to have the solution here on the forum.
    After 2 years, I had completely forgotten the solution that I managed to find to solve my particular case. 🥰 🥰 🥰 🥰 🥰 🥰 🥰 🥰
  3. Russell's post in (Solved) A Poltergeist with Drawimage only in ONE map. (Rest of maps ok) was marked as the answer   
    Ok!! Now i have reached one satisfiying solution!!!
    With one more test i have solved my problems without use a duplicated script with another "FrameTexture2" variable. This 3 lines of CONTEXT in PostRender really solve my problem in this Poltergeist map maintaining the good functionality of the rest of the maps:
    function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetColor(Vec4(1, 1, 1, 1)) --[[Block code of FRAMETEXTURE different uses]]-- context:SetBlendMode(Blend.Solid) end I don't fully understand why the translucent images originated only in this map, but this second solution is better for me than the previous patch I have written above.
  4. Russell's post in (Solved) Problems with my own grass design for Vegetation Tool was marked as the answer   
    Love you one more time Josh!!
    Here the shaders i need for my own Grass (Painted my own, or taken with my camera) works:

    Here the result with painted grass:

    Many many thanks!!!
  5. Russell's post in (Solved) Animated textures/materials - Spritesheet & Frame by Frame was marked as the answer   
    @Marcousik, CHEAP WATER works ok for me. It's great for me to learn how to make FRAME A FRAME ANIMATIONS using LUA, viewing the code inside the Script "cheapwater.lua". So cool !!
    I needed the frame animated water effect for a bath in a room, and for a sink.
    Many thanks!!
    By the way, yesterday I got; using Shadmar's fire shader as a base; learn how create my own spritesheet animation system.
    Thanks to some 2x2 to 10x10 templates that I have prepared with Photoshop, and changing the shadder lines:
    //control float images=6.0; float speed=150.0; Where "6" of "images" is for a 6x6 spritesheet template, and the speed between frames, now I can get simple animations that would help me simulate lot of things... ScreenHUDS in monitors, cartoon 2D characters in other locations, and a lot of other very useful things.
    2 diferent solutions to satisfy different needs in my game.
    As i always say, many thanks team!!
  6. Russell's post in (Solved) Is possible use "PlayAnimation" starting from specific frame??? was marked as the answer   
    Thirsty Panther nice to read you too!!
    I love you man!! This save my day!!
    I didn't know that I could extract fragments of the animations openen in the *.mdl models from ASSETS tab!!
    Now i have "Talk2Ticket" animation for my model, and the full "Talk" animation for other actions ingame.
    Works great!! Thank you very much!!
    For other people if they reach this thread with the same question:

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