Re: Global Offensive Realtime Map Editor
I am monitoring this.
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Re: Global Offensive Realtime Map Editor
Will definitly love to see that !
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Re: Global Offensive Realtime Map Editor
I've never thought anything like this could be done in source, you're brilliant. :)
Is there any ETA of a potential release anytime soon? And I'm assuming this would work in other source games such as TF2/CSS/etc? |
Re: Global Offensive Realtime Map Editor
News! Some work has been done, but most of the time I'm learning APIs of SM, MM and HLSDK. For example, I was really pissed when I discovered that when I want to call a member function of an entity, I need an offset or a signature of that function.
I think that really sucks, so I spent last two days abusing VScript engine. It was time well spent, because now I get all functions (the ones that are visible to vscript) and their adresses at map start. So no more static offsets and signatures. http://oi58.tinypic.com/dykjeh.jpg I'm trying to write the code as clean and as beautiful as possible, so it takes time. Quote:
This demo was running on local, server and client sharing the same game folder (saves disk space). |
Re: Global Offensive Realtime Map Editor
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Re: Global Offensive Realtime Map Editor
I need it
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Re: Global Offensive Realtime Map Editor
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Re: Global Offensive Realtime Map Editor
awesome!
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Re: Global Offensive Realtime Map Editor
Ok, some news.
I've been working on the backend, so I don't have a video where I show you super smooth cool ultra hd dubstep gui. Instead, there is a video where you can see sierpinski triange growing. https://www.youtube.com/watch?v=NrqDZKT7oLg Why do I show you this? Because I spent last few days figuring out a way how to reliaby tell when a certian model has arrived to a player and it is ready to spawn. And thats whats happening in the video. Compiling, downloading and spawning models. During the video, the client has received over 1800 files, and no errors! Ok, the client console is filled with errors, but no visible ones. So, I'm working on it, it just takes time. The backend part responsible for model compiling is mostly done. Now it's able to create a mdl file from bunch of points, for any given texture, any uv coordinates, any scale, any rotation. Now, I can move onto more boring parts, like user interface. |
Re: Global Offensive Realtime Map Editor
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