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Successfully ported the Source Engine's Decal projection into Roblox's EditableMesh feature 😎 #RobloxDev

55,705 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Max ¯\_(ツ)_/¯ (On Hiatus)
Max ¯\_(ツ)_/¯ (On Hiatus)vor 1 Jahr

I'll consider open sourcing this, though you should know Roblox is violently handicapping the EditableMesh feature to the point where this is almost entirely useless at scale.

Profilbild von Max ¯\_(ツ)_/¯ (On Hiatus)
Max ¯\_(ツ)_/¯ (On Hiatus)vor 1 Jahr

In this clip I'm trying to apply decals to MeshParts and it's being rejected because of several bullshit security/permission issues, even though all of the assets in this game were created by people who have edit permissions in this universe.

Profilbild von Alex (Wishtap)
Alex (Wishtap)vor 1 Jahr

I hope some Valve employees are watching

Profilbild von Madi 🐸
Madi 🐸vor 1 Jahr

Will this be open sourced? 👀

Profilbild von 007n7 but stupid
007n7 but stupidvor 1 Jahr

does this mean I could finally add blood decals and glass shatters on car meshes without doing it manually and it ending up looking like it's floating

Profilbild von rubysvn
rubysvnvor 1 Jahr

oh thats super sick actually wtf

Profilbild von checkraisefold
checkraisefoldvor 1 Jahr

I am mainly wondering how this projects with the engine limitations? does it have to get the vertex data of what its projecting on to? if so, how are you getting that info, unless it can only project onto other editablemeshes

Profilbild von ByteTester
ByteTestervor 1 Jahr

What happens if it's projected on a corner though? Will it stretch out a lot?

Profilbild von viswa| Portfolio 📌|(Modelling Comms Open)
viswa| Portfolio 📌|(Modelling Comms Open)vor 1 Jahr

make it a plugin :pray:

Profilbild von LeehamsonTheThird
LeehamsonTheThirdvor 1 Jahr

I was hoping that Roblox would eventually implement this themselves but this is just as cool!

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