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

55,705 次观看 • 1 年前 •via X (Twitter)

10 条评论

Max ¯\_(ツ)_/¯ (On Hiatus) 的头像
Max ¯\_(ツ)_/¯ (On Hiatus)1 年前

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) 的头像
Max ¯\_(ツ)_/¯ (On Hiatus)1 年前

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) 的头像
Alex (Wishtap)1 年前

I hope some Valve employees are watching

Madi 🐸 的头像
Madi 🐸1 年前

Will this be open sourced? 👀

007n7 but stupid 的头像
007n7 but stupid1 年前

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 的头像
rubysvn1 年前

oh thats super sick actually wtf

checkraisefold 的头像
checkraisefold1 年前

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 的头像
ByteTester1 年前

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

viswa| Portfolio 📌|(Modelling Comms Open) 的头像
viswa| Portfolio 📌|(Modelling Comms Open)1 年前

make it a plugin :pray:

LeehamsonTheThird 的头像
LeehamsonTheThird1 年前

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

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