Abion47
Senior Member
Posts: 369
Threads: 22
Joined: Oct 2015
Reputation:
46
|
RE: Decals/Custom Models
When you are drawing an image onto a terminal from a texture (i.e. a DDS file), you need to specify that the image is a texture using eImGuiGfx_Texture when you put it into the ImGui_DoImage function. Otherwise, it will default to thinking the image is an image file, and it won't render properly (if at all).
void terminal_OnGui(const tString&in asEntityName, float afTimeStep)
{
ImGui_DoImageCorrectAspect(cImGuiGfx("aries_logo", eImGuiGfx_Texture), cVector3f(25, 25, 0), cVector2f(800, 800));
}
|
|
06-22-2016, 08:30 PM |
|
Hypercube
Member
Posts: 124
Threads: 20
Joined: Sep 2015
Reputation:
1
|
RE: Decals/Custom Models
(06-22-2016, 08:30 PM)Abion47 Wrote: When you are drawing an image onto a terminal from a texture (i.e. a DDS file), you need to specify that the image is a texture using eImGuiGfx_Texture when you put it into the ImGui_DoImage function. Otherwise, it will default to thinking the image is an image file, and it won't render properly (if at all).
void terminal_OnGui(const tString&in asEntityName, float afTimeStep)
{
ImGui_DoImageCorrectAspect(cImGuiGfx("aries_logo", eImGuiGfx_Texture), cVector3f(25, 25, 0), cVector2f(800, 800));
}
I only wanted to try doing it the other way because that's how they would specifically get a small image of it to appear in the bottom right corner of the screen, without having to do all of this. I'll just type that in, though, seems easier. Thanks a lot though for helping.
|
|
06-22-2016, 08:37 PM |
|
Hypercube
Member
Posts: 124
Threads: 20
Joined: Sep 2015
Reputation:
1
|
RE: Decals/Custom Models
(06-21-2016, 06:47 PM)Abion47 Wrote: Here's the logo: https://mega.co.nz/#!qFYHALob!GFcmXZprpS...U-IuaMNOwI
The vector file for the logo is also included in the zip.
Are you also able to do something where it says ARIES RESEARCH FACILITY as a decal, just text, that's it. In my other example I said something like enclosing it with a rectangle or something but I just need text to say it in all caps.
|
|
06-25-2016, 02:20 AM |
|
TiManGames
Senior Member
Posts: 517
Threads: 25
Joined: May 2015
Reputation:
11
|
RE: Decals/Custom Models
Almost finished the 3D model! Just need to fix some texture issue and it's ready
This forum is dead
|
|
06-25-2016, 11:07 PM |
|
Hypercube
Member
Posts: 124
Threads: 20
Joined: Sep 2015
Reputation:
1
|
RE: Decals/Custom Models
(06-25-2016, 11:07 PM)TheTieMan Wrote: Almost finished the 3D model! Just need to fix some texture issue and it's ready
Oh, nice, thanks! Which one is it? Because I already have the Aries Logo but both are definetely fine if you create that one, as I can use them both for many different parts.
(By the way, I'm really looking forward to your SCP-2567 mod, it looks really cool.)
(This post was last modified: 06-25-2016, 11:36 PM by Hypercube.)
|
|
06-25-2016, 11:35 PM |
|
Abion47
Senior Member
Posts: 369
Threads: 22
Joined: Oct 2015
Reputation:
46
|
|
06-25-2016, 11:50 PM |
|
TiManGames
Senior Member
Posts: 517
Threads: 25
Joined: May 2015
Reputation:
11
|
RE: Decals/Custom Models
(06-25-2016, 11:35 PM)Hypercube Wrote: (06-25-2016, 11:07 PM)TheTieMan Wrote: Almost finished the 3D model! Just need to fix some texture issue and it's ready
Oh, nice, thanks! Which one is it? Because I already have the Aries Logo but both are definetely fine if you create that one, as I can use them both for many different parts.
(By the way, I'm really looking forward to your SCP-2567 mod, it looks really cool.)
I'm referring to the 3D model like the one at Theta Labs, because the one that Abion made is just a Decal, and you wanted them both.
Also I'm happy to hear that you guys are interested in my mod! I'm doing my best on keeping working on it and I think in the end it'll be worth playing, even though an update is not coming every so often
This forum is dead
(This post was last modified: 06-26-2016, 09:49 AM by TiManGames.)
|
|
06-26-2016, 09:46 AM |
|
Hypercube
Member
Posts: 124
Threads: 20
Joined: Sep 2015
Reputation:
1
|
RE: Decals/Custom Models
Other than that an idea for the mod that I had was if the akers monster could have the ability to see, like how in amnesia if they saw you they instantly gave chase (not how the robots of upsilon would stare at you for 5 seconds and then chase for some reason, but it would just be adding a few lines of code the the puppet's code and that's all). Because then I would just need a simple locker model for the player to hide in, like the lockers that are already in the game, but player sized and without the extra shelf in it so the player could fit inside perfectly, just not too bid like the closets/wardrobes in amnesia. I don't know though, that's a lot to ask, but it's hard to implement all of this because I do not possess the knowledge of how to do it (i mean, i could probably learn), or have the tools to do it either.
(This post was last modified: 06-29-2016, 07:22 AM by Hypercube.)
|
|
06-29-2016, 07:21 AM |
|
TiManGames
Senior Member
Posts: 517
Threads: 25
Joined: May 2015
Reputation:
11
|
RE: Decals/Custom Models
(06-29-2016, 07:21 AM)Hypercube Wrote: Other than that an idea for the mod that I had was if the akers monster could have the ability to see, like how in amnesia if they saw you they instantly gave chase (not how the robots of upsilon would stare at you for 5 seconds and then chase for some reason, but it would just be adding a few lines of code the the puppet's code and that's all). Because then I would just need a simple locker model for the player to hide in, like the lockers that are already in the game, but player sized and without the extra shelf in it so the player could fit inside perfectly, just not too bid like the closets/wardrobes in amnesia. I don't know though, that's a lot to ask, but it's hard to implement all of this because I do not possess the knowledge of how to do it (i mean, i could probably learn), or have the tools to do it either.
Well you could take the existing locker model and delete some of vertexes of the extra shelf, and then make the size bigger in the level editor . I don't think it's that hard though because you just delete some vertexes.
This forum is dead
(This post was last modified: 06-29-2016, 02:33 PM by TiManGames.)
|
|
06-29-2016, 02:33 PM |
|
A.M Team
Banned
Posts: 811
Threads: 63
Joined: Sep 2014
|
RE: Decals/Custom Models
Hey Abion, how do you make the 3D models so quickly? Blender, Maya?
|
|
06-29-2016, 04:08 PM |
|
|