#Finally, Virtual Diabetes
1 messages · Page 1 of 1 (latest)
You should be glad the ingredients list is unreadable lol
A while back I made some custom sodas myself actually
I lost the files in the only serious drive failure I recall ever happening
But I DO have some screenshots from back then
I wanna see
I was working on a system for dynamic vending machine branding
The facades would be combined with the base texture based on how that specific vending machine was configured
The base texture was created from scratch using pictures I took of actual vending machines
So players could create their own images for it?
Yeah
The same was true for the cans
This is an in-progress image of replacing the texture for the top and bottom of the can using images I took myself of the top of a soda can
The nutrition label I created for them
Looks great but you should defo make the Peach and Cherry one also use alliteration like the other three
For the names
Admittedly insanely minor though, the actual look of them is good
I think that's basically all the images I have of that project before my C drive completely died without warning
Thanks for giving me an excuse to go dig those pictures up
@vagrant valve I do advocate for making unique can labels for yours
It's fun and it gives them some extra visual flare
how do you mean
Like if you're going to have a cherry-flavored soda, you should put cherries on the label
Ah
We commissioned some cartoon art of a girl drinking the soda, it was supposed to be in the middle of the label in that empty area but the artist went dark
Lethal Lemonade -> Big lemon with bones behind it like a skull-and-crossbones
It's easier to do the logo and the name together
What's the vibe of the gamemode?
Here's a clip of me and friends trying it out last night, basically it's loud & chaotic FFA deathmatch with some whimsical mechanics
The pickups are based on the wiki stencils example entity (it's amazing) and they are supposed to give you different attributes
I would definitely make custom label art like you said, it sounds like a good idea and it'd fill up the label better
Sounds like fun!
Something's up with rendering those pickups, though
I don't know what, exactly, but something
I assume the lighting is wonky since they are in the floor
Seems like something is affecting your viewmodel and player models as well
They're appearing all black
Yeah i dont know what caused that but the csmodels render much darker when they are inside map brushes
Yeah, that's because they're still technically "inside" of the world
I think you can change where their lighting origin is
!wiki render.SetLightingOrigin
Sets the lighting origin.
This does not work for prop_physics. Issue Tracker: 2804
Thank you
So just set this a few inches above the surface?
Probably at the center point of the plate entity's model, I would think
Boy, that wiki page sucks
I should rewrite that
This doesn't seem to work
function ENT:DrawClientsideModel( model, pos, angles )
self.clientsideModel:SetModel( model )
self.clientsideModel:SetPos( pos )
self.clientsideModel:SetAngles( angles )
render.SetLightingOrigin( self:LocalToWorld( Vector( 0, 0, 10 ) ) )
self.clientsideModel:DrawModel()
render.RenderFlashlights( function() self.clientsideModel:DrawModel() end )
end
Hmm.. It's possible that function doesn't do what I think it does
Try this:
-- Just a convenience function. The main difference between this and
-- render.DrawModel() is that this also renders flashlights.
function ENT:DrawClientsideModel( model, pos, angles )
self.clientsideModel:SetModel( model )
self.clientsideModel:SetPos( pos )
self.clientsideModel:SetAngles( angles )
-- Don't use normal lighting as that's broken due to the ClientsideModel clipping into the world
render.SuppressEngineLighting( true )
-- Force the model to render with omni-directional lighting of the same color and intensity as the entity is receiving
local lightColor = render.GetLightColor( self:GetPos() + self:OBBCenter() )
render.ResetModelLighting( lightColor.x, lightColor.y, lightColor.z )
self.clientsideModel:DrawModel()
render.RenderFlashlights( function() self.clientsideModel:DrawModel() end )
-- Reset the lighting to normal
render.ResetModelLighting( 0, 0, 0 )
render.SuppressEngineLighting( false )
end
It works! Thank you
Not to tell you how to run your gamemode or anything, but it would be really cool if the pickups respawned by getting lifted up out of the ground by a little elevator
I'm imagining a plate on the ground that you grab pickups off of, then once the respawn timer is up the top slides sideways to reveal this impossible "elevator shaft" underneath with the pickup at the bottom
Then the bottom of the shaft moves upward, carrying the pickup to the top
Once it's at the top, the lid slides closed underneath it and the pickup is ready to be picked up
Some of this action, you know?
I had this idea as well, i just didn't wanna go through the effort of making the sequence y'know
That's as fair of a position to take as any
....it'd be cool though, I tell you what
I might do it in the future because it does sound awesome
Anyway here's the final snack item for today
I bet that's a cute kid prior to being bit-crushed 1,000%
He looks cross-eyed at this resolution
He is absolutely cross-eyed
I was right, that is a cute kid
I am, however, furious that it's not pancake cereal he's making
Photoshop a milkjug into his hand
YES!