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

55,705 views • 1 year ago •via X (Twitter)

10 Comments

Max ¯\_(ツ)_/¯ (On Hiatus)'s profile picture
Max ¯\_(ツ)_/¯ (On Hiatus)1 year ago

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.

Max ¯\_(ツ)_/¯ (On Hiatus)'s profile picture
Max ¯\_(ツ)_/¯ (On Hiatus)1 year ago

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.

Alex (Wishtap)'s profile picture
Alex (Wishtap)1 year ago

I hope some Valve employees are watching

Madi 🐸's profile picture
Madi 🐸1 year ago

Will this be open sourced? 👀

007n7 but stupid's profile picture
007n7 but stupid1 year ago

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

rubysvn's profile picture
rubysvn1 year ago

oh thats super sick actually wtf

checkraisefold's profile picture
checkraisefold1 year ago

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

ByteTester's profile picture
ByteTester1 year ago

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

viswa| Portfolio 📌|(Modelling Comms Open)'s profile picture
viswa| Portfolio 📌|(Modelling Comms Open)1 year ago

make it a plugin :pray:

LeehamsonTheThird's profile picture
LeehamsonTheThird1 year ago

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

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