#RPD's Dev dumpster
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oh yeah?
oh that LOL
and a few more hidden ones
wasnt there also a one that said fuck so that if you uploaded to roblox youd be banned
yep!
its at the origin of the dolly
LOL
this is the trick used for the dolly to go through the glass without transparency issues!
its really simple
but it works REALLY well
finally finished shrinking down
changed the easing on one to be linear, which looks better?
right
it sure does
i like the fog
lets just get the thing that hurt aesters soul
500 smoke emitters
lots
of
smoke
is this a good way to do this?
NO!
ITS AWFUL
does it matter?
ALSO NO!
500?!
not actually
Jesus-
yep!
its because the smoke emitter isn't like the particle emitter
it will ONLY emit from origin
unlike particle emitters which emit from the whole part
could you vary the origin with a variable pos?
for example, the dust is done through these boxes in each of the rooms
aw man
it took some tweaking, but the idea was to make the smoke look like a fog machine
I think I got pretty dang close
you did!
i wanna see the array, that seemed interesting
yeah
its kinda annoying </3
one of the MANY dev eastereggs I have hidden on site
one of them that I'll show is this one!
just a little dev mark
nothing crazy
the TV array is actually a giant copy of this wall
oh right!
and the TV array has 4 copies, the off copy, checkerboard pattern 1 copy, checkerboard pattern 2 copy, and then the text copy
text copy
ooo
pattern 1
pattern 2
now, the reason I did this?
I didn't hate my life in the long term
for the TVs to be on
the list of things that need to be changed are, material, color, and a decal
now imagine having an entire space on the animation timeline for each of those
right
not happening, right?
right
already had enough of that simply working with phelidai
๐ญ
like I said on the stream, he's fucking great at what he does. but MAN does he like to change shit up
now, one would think each of the arrays are a seperate model, animated seperatley
right?
....are they?
God dang it-
wtf ๐ญ
and to change them I simply teleport the ENTIRE MODEL up and down by increments of 45 or 90
welp, i guess if it works, it works
now, you might be wondering, "why oh WHY RPD would you do this???? there is no reason to do this ๐ญ"
its because I didn't want to have to manually align the tvs, and then deal with syncing their keyframes perfectly
so, array cartridge was born!
this concept does get reused quite a few times
if you dared to do so, you could also use a script to change their states at runtime :3
bold of you to assume I can script in LUAu
this is where you conscript katsumi
time, my boy! Time!
there was very limited supply!
wow, that rhymed
lol
for the spotlights, they're a bit better
so, there is some trickery (as always)
during the zoom in, you know how the logo fades in?
yeeees
aaaaah cool
this little guy actually does a LOT
i gotta go have dinner now, but very interesting regardless!!! thanks rpd!
I'll continue yapping lol. NP though
so on top of the animated spotlight doing the fade in, it also acts as the main light source for the actual spotlights, as they mostly do rim lighting
the lights teleport in, and on the same frame the animated spotlight changes from a gray to a spotlighty yellow and jumps to insane brightness of 6
then during the bottom spotlights it jumps to 10
same color, though
during the back up into the CR the screen actually has to raise up in order to not be just peeking into shot, so it moves back with the same easing as the dolly to make it harder to notice
it only fully hides a short while before the dolly teleports to the pitch black cube
but its enough to give a nice feeling
the on air sign actually has a nice detail to it, it flashes brigher before settling down
now, moon animator can't change surface GUI brightness, so it instead lowers the transparency of the text
and increases the color of the brick in the back
the monitors simply do the teleport trick
the lights for the room also do that too lol
cameras cut to black is actually just teleporting it into this black cube
true size of the production and personnel managers in the credits scene
because phel&bob, and spxxdy&grey use the same animation and positions, just swapped order they are actually layered ontop of each other so I can use the same location settings in both
mostly laziness, partially because I was worried their easings wouldn't be the exact same
this was made the day before the deadline, we realised we didn't have a 3d QSP logo, so phel grabbed the up to date version, converted it into an SVG, and sent it to me so I could make it 3d in blender, which is why if you look closely at it, its a bit lumpy in places
where the credits sequence takes place
just an inverted, black sphere with two giant animatable bricks
they actually use highlighs for their color, as we didn't want shading and neon glows with brigher colors
grey&phelidais for refrence
I'll show the vertical version too, past that its just flipping the order and changing who is where
the other side of the arrows were actually never used, but in an earlier version, they actually slid out of frame
hence their existence
JACK THE BLACK CUBE
how do the decals move? are they on seperate plates?
here is actually one of the earliest videos I have of the animation
surface GUIS on invisible parts that have the capability to move
[mine was lumpier](#1376840685113577513 message)
interesting
I actually had to re time everything because I timed it based off of a storyboard with bad timings
so, I can now confirm that the timings are very dang accurate
I calculated the specific frames that things should activate
this was me convincing phelidai that a dolly zoom was a good idea
it was
a HUGE success
oh yeah, during the retract there is actually a dolly zoom being applied
in case it wasn't obvious
ah, i did see that yes
first time the dust particles were added, and also a scrapped idea which was using fogstart in lighting to make the room darker till you go into it
mmmmmm interesting
phel had to make me add fog, this is the first take of that
I like it now, but back then I really didn't lol
it used to be worse FYI
In this first version, the dust also applied to the outiside of the CR
we changed that
6kW to produce this effect irl is crazy
this is actually when I started caring about timing lol, and the first recorded instance of the hallways (pardon the quality, they had to be 10mb or under)
real
the music sync is a nice touch
yeah, helped a lot with animating
in editing you can just add it
but while I was doing it I needed a consistent way to sync
so I added a two beep, and once the second beep hit I start the animation. then 2 seconds later they should both start at the same time
made it easy to sync/tell when it wasn't
oldest video of the intro credits
the credits change A LOT
there was also a short while where we tried layered letterboxing
the idea was nice, but it just wasn't possible with the layout
(I still think it looks pretty cool ngl)
that's cool!
the fact that the whole thing slides is interesting anim
First time where the animation actually started to take shape to what you see now
ikr?
the extra black bits give it a very 3d feeling
nice work
from this one out its a lot of minor tweaks, but you can really start to see the final product in it
they're actually still there lol
aaah
aaaaah right
font selection was a nightmare ๐จ I ended up downloading every font roblox has to offer, and we went through EVERY SINGLE ONE
before eventually deciding on Josefin Sans
Josefin Stalin
๐๏ธ
oh!
one more thing before getting into funny photos
during the animation, the dust emitter in the CR actually turns off once you leave it, to make the online CR feel more clean
oh my png
(its just a blurred beige circle)
yep LOL
lipsync???? ๐ญ
old before coming up with the DEPT for suspence we ran through a few possible joke ideas
if you know, you know ๐ฅ
wish i knew
the start of the phelidai trashcan ritual
LMAO
NOOOO ๐ญ yearn for anything but that
(he has like 4 total hours in studio, and still barely understands how to use it)
me frfr
and a tasty blooper from the end of a film session
and with that, I think thats everything!
thanks for coming to my insane asylum TED talk
no worries LOL
and I hope it was worthwhile
it was a worthwhile insight into QBC for me since I don't usually get to see them in action
oh wait... one more thing!
really tiny though
gonna screenshot some cut content still in the set, and some silly easter eggs
we love the silly
bytcon ๐ญ
little underhanded nods to all of the QBC sections
in the womens restroom there is a bytcon shrine
sexist bathrooms at qbc
oh LMAO
god damn it katsumi(?)
raz actually
this one is visible IN THE VIDEO!
silly locker names
fire alarm stack and explosive barrels
another raz special
and... this
was originally this
why?
ask phelidai
one fire was removed because phelidai did such a good job editing the video
and this is the scene used for the image and event banner!
all of the stuff on the screen was done in paint.net
got a "glow" layer, the image layer (minus the tv screen), the QBC logo, and then some cassete static
theres a lot huh? LOL
same thing, but with a different aspect ratio, for the event banner
oh yeah
yea i saw the storage room
15-18 hours worth of recorded footage from all of the QSERF film sessions
dang ๐ญ
nearly blew up my PC compressing that video
also, stay tuned for some QBC themed wallpapers, I'm going to see where I should post them
LMAO
oh good yes please
i have no good wallpapers other than my dslr nonsense and i wanna rep qs irl
they also come with mobile variants
I think I got the aspect ratio wrong though :/
put them in #๐ฅโbroadcasting surely?
thats moreso for announcements
ah
๐คจ
Ig I could, till I figure out where they go
YAY
for all of the wallpapers, they all have custom color grading
per image
took a day for them all
wow, thanks!
one more, just for fun!
ok. Now I'm done
#โโother message
sword my goat
free QBC wallpapers
fucking adore tricks like this in digital media
no stairs?
no problem
AGREED
so underrated lowk
this is cool
Gang I'ma be real nothing new to show as I had like mega burnout after this
Something new at some point
I'll help! When I'm in.
(Once QIAD lets me in.)
- fixed a bug where your settings would be overwritten if you close your settings menu by pressing cancel 722,000 times
I hate that this is an actual bug I had to fix

sims4 ahh patch notes ๐
lol??????
What the hell ๐ญ
woooow
be a knower, not a teller
:eye;
Fuck
Y'know what
Keeping it for integrity sake
Anyways small update, my bank account with like $70 is now $19 down, got a pbr texture painting solution, so I'll be trying that out and giving a review after
Review of armorpaint
The features it has feel pretty half baked
It is release 0.9 so it's not too surprising
Like its missing things like lock to plans, so you end up having to use the full bucket on per face, along with having crashing issues, and being just a bit clunky
It has the beginnings of good software, and I'd say it was worth the cash I spent
Especially when I get updates for life
The documentation is seriously lacking though
The manual is just an overview
made a split flap display GUI!
pretty happy with it, gonna send a video in a sec
nice little sample video
I wanted to make the split flap display work like an actual split flap, so it will actually cycle through all of the characters in its "barrel" to get where it needs to go
and it can only go forward
which is why 0 to 1 makes you cycle through all of the characters in the barrel
is the code working this the best ever? no lmao
it creates a separate thread for each digit because I use task.wait() for the delay in cycling
but it works well and creating 4 threads that self terminate after completion really isn't worth worrying about, and to fix it I'd need a for loop, or a heartbeat service and I'd rather not tbh
I'll post the code and explainer soon โข
want to see if I can do some more tinkering on the backend first
update, did lotsa tinkering
final design ๐ (till I go insane and try to make it fully dynamic)
the code for the demo thing in the video is absolute garbage, but I also dnc ๐ฅ
I realised why my dynamic implementation didn't work, I defined the local varables in a local loop, the one fucking time a global variable would work I didn't use it
๐ญ I'm kicking myself rn ngl
thats just coding tho lmao
made as a timer to contribute to grace lmao
just also made it a coding challenge for myself
and in that vein, while reviewing the code with my friend, I learned I didn't actually understand how modulo works!
and because of that I had a useless if statement ๐
anyways, yeah TIL -1 mod 17 = 16
which, in hindsight makes sense. but only after I spent like 15 minutes having my brain short circut about how thats possible
anyways! have this so you can learn from my mistakes ```lua
local Distance = NewTextLocation - CurrentTextLocation
if Distance > 0 then
Steps = Distance
elseif Distance < 0 then
Steps = Distance+RolodexTableLength
end``` is the exact same thing as
local Steps = (NewTextLocation - CurrentTextLocation) % RolodexTableLength```
the reasoning behind this for anyone confused why is
8 mod 4 = 0, because 8-(2)4 = 0
9 mod 4 = 1 ,because 9-(2)4 = 1
4 mod 3 = 1, because 4-3=1
-1 mod 17 = 16, because -1 - (-1)17 = 16
-3 mod 17 = 14, because -3 - (-1)17 = 14
hope this helps
another way to think about it is
a - floor(a/b)*b
update, table
๐ฅ
peak
peak
Update 2 electric boogaloo, made the GUI an actual clock
Older version of the clock but its the only video I got of it atm, not at my PC you see
All of the changes are decorative anyways so it dont matter
woooahh
Don't worry, you are not in any trouble, this thread is just being monitored for moderation purposes.
-# <@&1391570609523396759>
doing crazy work
update, writing a command system fucking SUCKS
holy
why did I challenge myself with this
๐ญ
oh yeah, and I made a neato morph system for qbc, I'll get a video of it working shortly (sorry, no code this time)
I forgor
me ngl
Video
yeah I just stole the avatars from ppl who chatted in here
also, area used was made by @crisp drift, pretty nice looking area
wawa
ooh thats pretty cool
I love refactoring code I made less than a week ago because a better way to do it came to me in a dream
hey thats me (the mobile task force avatar)
im like a week late
but thats fire
yeah I just stole the avatars from ppl who chatted in here
I mean, to be fair ๐ญ
Cool shit dropping
back to working on my own projects for a bit, so I've had a lot of time to do things
I finally finalized the tiles for my game, they're rather basic but they're a very good starting point, currently I have the hallways done as thats what I needed for another part of this project
they're incredibly similar so I won't show them individually, so I'll move onto the thing that has taken most of my time
making a procedural generation system, and because I hate myself I chose the one that has its performance get exponentially worse the larger the grid is
and that algorithim is wave function collapse!
๐
over a weeks and a few all nighters worth of time later I got this decently fast implementation! It's able to fully solve an empty 100x100 grid in about 1.6 seconds (not counting model placement)
each tile is 30 studs by 30 studs, and its pretty damn customizable if I do say so myself
each tile is handled by a metadata modulescript which has these values!
Name and model reference are mostly for QOL, but the rest of this is just to tinker with generation
You have your connections, which dictates which areas of the tile can connect to what, this can be anything- meaning unlimited non-connecting tile variants!
then fallback tile, which tells the generator to only look at the tile if its attempting to place a tile but none of the current ones follow the required rules
I used to use that in this tile, hence it being there, but its completely optional
Weight is pretty self explanatory I feel
Type isn't used by the generator, but instead for tile by tile blacklists
I like to call them "soft" blacklists because they will instead just HEAVILY avoid connecting a tile with a blacklist to that type
so for example, with this turns will be very adverse to connecting to other turns. But they still can if they need to
a great exanoke being right here
now, this blacklist only takes effect if the tiles would connect, but wouldn't if they don't duh
However I personally saw a few usecases where I'd like tiles to not be next to each other, connecting or not- such as dead ends!
which is what this data does
it'll soft blacklist a tile of this type if it is simply next to the newly generated tile
and just using these basic weights you can get a LARGE number of different outcomes
for example, increasing straight hallway weight to 100 while leaving the rest alone makes this happen!
I'm still working on optimization, but I took a few approaches that I really think helped out
those being that the generator is "lazy"
normal WFC has you update all neighbors in a "wave" till there is nothing to update, this one only updates a tiles immedate neighbors
which, while causing some possible issues in some cases, didn't cause enough to sustain the ASTRONOMICAL preformance cost
2nd technique I use it to generate the WFC in chunks and "stitch" them tothether (they really just share the same grid data so they can check, and update the status of neighboring chunks)
Now normally I collapse, then generate, but for demonstration purposes I do the first 3 chunks, then build. and for the last one I had it generate "live"
the solver is much faster than this in reality, but its not as cool to watch a grid just appear, yeah?
The way the chunking works is pretty bad ๐ญ I wanted to make it dynamic, but I could not for the life of me figure out how to do it in a way I wanted to
If anyone can think of a suggestion feel more than free to let me know
