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-   -   Global Offensive Realtime Map Editor (https://forums.alliedmods.net/showthread.php?t=260617)

Fuzzah 03-30-2015 07:56

Re: Global Offensive Realtime Map Editor
 
I am monitoring this.

Arkarr 03-30-2015 10:47

Re: Global Offensive Realtime Map Editor
 
Will definitly love to see that !

MyBack 03-30-2015 10:49

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?

Backup 04-03-2015 20:14

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:

Originally Posted by Mitchell (Post 2279751)
There have been issues showing ERROR models if the model was downloaded late.

Shit. Are you serious? I was depending on this extension, hoping that I'll just send it to players, they will late-precache it and then an entity with this model will be created. Is this issue global (there's no way to late-precache just dowloaded model), or is it just a timing issue (an entity with this model was created before the client received the whole model)?
This demo was running on local, server and client sharing the same game folder (saves disk space).

Mitchell 04-03-2015 21:28

Re: Global Offensive Realtime Map Editor
 
Quote:

Originally Posted by Backup (Post 2281588)
Shit. Are you serious? I was depending on this extension, hoping that I'll just send it to players, they will late-precache it and then an entity with this model will be created. Is this issue global (there's no way to late-precache just dowloaded model), or is it just a timing issue (an entity with this model was created before the client received the whole model)?
This demo was running on local, server and client sharing the same game folder (saves disk space).

Might be different now, as i was seeing this issue back when csgo was first starting up.

IIIaPka 04-09-2015 20:00

Re: Global Offensive Realtime Map Editor
 
I need it

psychonic 04-09-2015 20:37

Re: Global Offensive Realtime Map Editor
 
Quote:

Originally Posted by IIIaPka (Post 2284135)
I need it

Bro you need it

poel 04-29-2015 05:32

Re: Global Offensive Realtime Map Editor
 
awesome!

Backup 05-11-2015 21:09

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.

Maxximou5 05-11-2015 22:02

Re: Global Offensive Realtime Map Editor
 
Wow...
http://www.optimalnetworks.com/wp-co...5/jaw-drop.jpg

Superb job! Keep up the progress.


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