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Flarp

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  1. Upvote
    Flarp reacted to SKIBBZ in Pistons   
    I don't see what's so hard to animate with a piston. I made this about as simple as I can make it. Watch closely, because this'll be extremely complicated.
     
  2. Upvote
    Flarp reacted to Voxy in Concept Art - Beyond   
    Hey guys. Here's something a little special, a few pieces of concept art for a personal project of mine, Beyond, that's centered about a sci-fi reinterpretation of the End. I might post more pictures in this topic when I'll work on it more. Enjoy!
     
    Logo

     
    The End, re-imagined

     
    An obsidian tower

     
  3. Upvote
    Flarp reacted to toaster1 in Wallpaper - Surviving the Dungeon   
    What a helpful warning

    (The page loaded scrolled down like this, btw, so the warning was pointless.)
    Oh, and  wallpaper
  4. Upvote
    Flarp reacted to Emunator in Instructions for Mine-imator Source Code   
    Note for all users: If you are using Gamemaker Studio on STEAM, the folder David linked in the source topic is not the folder you put it in, that's the non steam version.
    If you are using Gamemaker on steam, the correct location is: C:\Program Files (x86)\Steam\steamapps\common\gamemaker_studio\Shaders in your steam folder for gamemaker.


    How to copy contents from Shader Files: 
    Despite the common sense thing to do, you do not copy the actual file itself, you copy what's inside of it.
    I'm using NotePad++ for this, recommend it. (You can use normal notepad too, just uglier)
    1. Right click the VShaderCommon file indicated by David, and click "Open With" and select a text editor, it should look like this:
    2. Select ALL the text inside, And copy it. Now head to your directory where your Gamemaker Shaders are.
    Either: C:\Program Files (x86)\Steam\steamapps\common\gamemaker_studio\Shaders
    Or : C:\Users\you\AppData\Roaming\GameMaker-Studio\Shaders
    And rightclick, and open the VCommonShader. It should look like a bunch of code. Scroll to the bottom and paste it all on the next line AFTER the last "}"
    VShaderCommon should now look like this:
    3. Repeat the exact same thing you just did, for "HLSL9_VShaderCommon". Copy the text in the one provided by david, and then paste it at the end of the one in your gamemaker folder.
    4. Profit$$$$?
     
  5. Upvote
    Flarp reacted to Achroma MC in Life is Strange - Max's Room [Wallpapers]   
    Inspired by VanillaBurp's videos (specifically this) I wanted to rig Max's room from the game Life is Strange (one of my favourite games). I used a bunch of custom items and stuff (around 150 assets minimum, but I'm too lazy to actually count), this is the outcome.
     
     
    ermahgerd spoilers work plz
    First pic is a bit dated, at it doesn't have some tiny details (the green cup by her bed, really).
    I still mean to add all of the posters and such, along with some other details. Cabinets and books cannot be opened, as rigging each book and cabinet would probably lag my laptop a bunch. 
    Critisism is always appreciated, along with suggestions and stuff  
  6. Upvote
    Flarp reacted to ÜberKiller in My Very own S Suit rig!   
    you can do that and it will still not work because reasons
  7. Upvote
    Flarp reacted to Lord Cat in Mine-Imator should have its own Saxxy Award   
    I would love that ,but again with people using AE they will cheat their way to get a prize over edited effects...
    So I want to be on one rule:
    No editing programs...just pure mine-imator...
  8. Upvote
    Flarp reacted to ÜberKiller in Mine-Imator Doesn't Suck Anymore [Hosted by KicksBrickster]   
    No offense, but the entries with lens-flare and motion blur offer misleading things. If this is intended to be to showcase what Mine-imator can do, it'd have to only use Mine-imator things.
    This was my concern initially when you made the Collab, and you've heard it a million times but I'll say it until I'm dead. I don't think those entries are bad by any means, but if this would be used as a promo video, it simply could not be used if it uses features Mine-imator doesn't have. It wouldn't be right to lie to people, and people would be demanding their money back for things like that. (Bad for David's business)
    I think the collab ended up really well, and the entries were well done. I'd look forward to another one in the future. But next time, and unlimited collab to avoid minding their limits.
  9. Upvote
    Flarp reacted to Mooshim in The Switch - A Minecraft Animation   
    Well, after about two weeks of being ill, busy and so many more pointless excuses, I can finally present to you my Halloween animation!
    I'll be giving large amount of thanks to @Flarp for the idea, and it wouldn't have been done without him.
    Also thanks to @BloxTheRigger for providing all the rigs used in this video!
    Without further ado:
    https://www.youtube.com/watch?v=dLO1PDESbWM
    It took quite a while to get done, and I'd really appreciate feedback (on the animation - I understand the voice acting and some of the audio is a bit iffy).
    -Oh, and I still have no idea how to embed a YouTube video.
  10. Upvote
    Flarp reacted to ÜberKiller in Moderator of Memes   
    you mean madmins right? 8U
    it's because we love you (no homo)
  11. Upvote
    Flarp reacted to Voxy in Voxy Sez #1   
    A public service announcement.

  12. Upvote
    Flarp reacted to david in Mine-imator 1.2.9   
    Download 1.2.9
    Version 1.2.9 (Dec 18th 2021), changes:
    World importer
    Added support for 1.18 worlds with default world height. Added color preview for biomes. (Note: Biomes are not exported to Mine-imator.) Added support for datapack dimensions. Changed "Loading region..." message to be in the top-down viewport, added a new percentage. Added a limit to water transparency, allowing for clearer oceans/rivers. Certain blocks now have a color manually set. (Instead of generated from its texture.) Certain tasks are now multi-threaded, giving a massive performance boost. Side-view viewport now updates in realtime when changing block selection in the top-down view. Filtering water blocks now removes "waterlogged" states from blocks Fixed crash when loading chunks from different Minecraft versions in the same world. Fixed most block variants not appearing.
    Minecraft support
    Updated items & biomes to Minecraft 1.18. Added "Mojang Studios" and "Migrator" capes. Updated biome colors. Enchanting tables now glow. "Vertical" blocks from the workbench now adapt to their vertical "repeat". Includes: Kelp, Weeping Vines, Twisted Vines, Pointed Dripstone, Big Dripleaf & Cave Vines. Changes
    Added "Use x64 world importer" program setting. (Launches a x64-bit version of the world importer for increased memory usage.) Changes
    Removed "Remove waterlogged water" setting Reduced smooth camera sliding. Updated GameMaker runtime to 2.2.5.378 (Same as Modelbench), giving a faster startup.
    Bugfixes
    Fixed vertical repeat affecting random offset for certain blocks. Fixed "Mapped texture" affecting other shape types when creating a shape in the workbench. (Would hide certain settings in the library.) Version 1.2.8 (Jun 10th 2021), changes:
    Minecraft support
    Updated Minecraft assets to 1.17. Added support for mob heads in scenery. Added book model. (Replaces Enchanting Table special block.) Added capes and elytra cape variants. Added spectral and tipped variants for arrows. Added 'targeting' state for conduit. Added missing Bamboo Jungle biomes. Updated characters and special blocks. Updated names for characters and blocks Changes
    Invalid characters in project folder name are now replaced with an underscore, instead of being deleted. Bugfixes
    Fixed wall generation. Fixed random block models not using all possible models. Fixed waterlogged blocks with a position offset affecting water block. Added filter for trailing spaces in project folder name. (Fixes bug with projects not saving.) Fixed desaturate night settings not saving without a background object. Fixed value jitter with glow brightness and glow color threshold values. Version 1.2.7 (Jul 4th 2020), changes:
    Features
    Added quality setting for Depth of Field. Changes
    Updated player and spawn icons in world importer. Block names now use language file when loading on startup. (ex. grass_block - > Grass Block) Minecraft assets
    Updated Minecraft assets to 1.16.1. Added "Shooting" variant for the Ghast. Individual redstone wire blocks can now be fully edited. Bugfixes
    Fixed memory leak with bending body parts. Fixed mip-mapping artifacts. Fixed old custom block models using old texture names. Fixed camera blades making bloom effect brighter. Fixed rendering order of blocks. (They are now rendered in order based on volume of elements.) Fixed banners in scenery turning white if scenery is deleted or duplicated. Version 1.2.6 (Jan 12th 2020), changes:
    Features
    Added alignment settings for text objects. Added "AA" setting for text objects to enable/disable anti-aliasing on the text's font. Added support for new model settings and behavior in Modelbench 1.0.0. Added "Glow color threshold" for blocks that glow by default to determine how bright a pixel needs to be to glow. Changes
    Improved bending appearance. Bend wheels have been changed to sliders. Updated icon for importing models in the workbench. Minecraft assets
    Updated Minecraft assets to 1.15.1. Bugfixes
    Fixed crash when not using a resource pack on scenery templates that have special block timelines. Fixed search results in block lists not being accurate. Fixed cloud offset moving all clouds away from scene. Fixed 3D planes not bending properly in most scenarios. Fixed Smooth diorite stairs/slabs, Mossy cobblestone, and brick walls not importing. Fixed crash when generating scenery with certain blocks. Fixed water generation near waterlogged blocks. Version 1.2.5 (Sep 16th 2019), changes:
    Features
    Added blade settings for the camera to change 'Depth of Field' and 'Bloom' appearance. (Blade amount and blade rotation.) Added 'Chromatic aberration' effect for the camera. Added 'Distort' effect for the camera. Added rotation option for background skybox/skysphere. Changes
    Improved quality of 'Depth of Field' effect. Improved near blur of 'Depth of Field' effect, though large blur sizes may not be desirable. 'Anamorphic ratio' options for 'Depth of Field' and 'Bloom' can no longer be negative. (Rotating blades is now recommended.) Background ground block can now be animated. Increased height of 'Export image' popup to fit all components and text. Minecraft assets
    Added wind to Fire, Campfire, and Sweet berry bush. Fixed End stone brick slabs not importing from worlds. Updated Pillager arm texture. Bugfixes
    Fixed shadow delay with 'Follow camera' enabled. Fixed crash caused by spawning an object using a deleted camera as a texture. Version 1.2.4 (May 21st 2019), changes:
    Features
    Added "Remove waterlogged water" program option to remove water from waterlogged blocks, kelp, etc.. Added color option for vignette. Added "Blend mode" options for objects. (Note the object's interaction with the scene can vary depending on the mode.) Changes
    Changed default sky color and fog height. Tweaked how automatic fog color is calculated. Removed slight blue tint on story mode clouds. Bugfixes
    Fixed crash when loading certain resource packs. Fixed white scene textures when a visible shape used a camera as a texture. Fixed rotation point values not having default values. Fixed body parts not using their custom rotation points. Fixed issues with casted shadows causing artifacts. Fixed typo in English translation. Fixed crash when saving certain objects/projects. Fixed crash when trying add a new object from the workbench. Fixed "Memory allocation failed" crash. Fixed chorus plant blocks not loading from worlds in 1.13 or newer. Fixed smooth stone slabs appearing as stone slabs from older worlds/schematic files. Fixed textbox padding for particle launch angle settings. Fixed film grain stretching on largest dimension in render. Fixed sheep, panda, villager, wandering trader, and ravager models. Fixed crash when setting FOV to a custom value while having unlimited values enabled. Version 1.2.3 (May 4th 2019), changes:
    Features
    Added Minecraft 1.14 blocks and characters, as well as new textures. Added program setting to allow values to be set outside of their limits. (Use at your own risk!) Added program setting to search for variant names too when searching for blocks. (Interface settings, on by default.) Added tooltip to show the amount of frames in the selected timeline range. Added "Sprite (Template)" option for particles to easily choose new Minecraft sprite particles. Added "Launch angle" options for particle types in the particle editor. Item texture and slot can now be animated with keyframes. Added 'Bleed light' setting for timelines. Added 'Camera shake'. Added 'Anamorphic ratio' option for Bloom and Depth of Field for adjusting the vertical and horizontal scale of the blur(s). Added a lens dirt effect for the camera. (Custom texture, radius, and intensity can be changed and animated.) Added 'Vibrance' option for color correction. (Boosts the saturation of desaturated colors.) Added new Bokeh settings for the Depth of Field effect: Edge bias (How strong the edges of the CoC should be in comparison to the middle.) Bokeh highlights Bokeh threshold (The brightness threshold for bokeh highlights.) Changes
    Improved general performance. Improved quality of film grain. Improved sunset/sunrise appearance. Altered the appearance of Depth of Field to look similar to traditional bokeh. Fringe effect in Depth of Field now properly separates color instead of bleeding color. Disabled SSAO on particle spawner timelines by default. Updated workbench icon and logo to match new workbench textures.(Also more vibrant.) Bugfixes
    Fixed crash when loading worlds with banners prior to Minecraft 1.13. Fixed some instances of film grain stretching vertically. Fixed brightness slider in color correction not allowing a minus symbol. Fixed certain keyframes not clamping correctly when editing multiple keyframes. Fixed new banner patterns in editor not using a pattern image if a pattern is already selected. Fixed sun shadows changing when SSAO is enabled and camera FOV is altered. Fixed 'Alpha add' options in the particle editor not allowing a minus symbol. Fixed Inherit Select not saving. Fixed certain blocks in scenery from 1.13 and later not generating correctly.(Connecting blocks like; Walls, stairs & fences.) Fixed water generating where it shouldn't and blocks not being waterlogged properly. Fixed popup names not updating when the language file is changed. Fixed custom rotation point XYZ values resetting when disabling custom rotation point. Fixed SSAO appearing on clouds. Version 1.2.2 (Jan 26th 2019), changes:
    Features
    Added "Transparent block texture filtering" in graphics settings. Added "Desaturated night" option in background settings, along with an option to control the desaturation amount. Added "Fringe" option for Depth of Field. Added "Color burn" option for Color correction. Added "Film grain" effect for cameras. Added "Inherit select" in timeline properties(If you select their parent, they'll get selected too.). Added seamless repeating button for the timeline. Added interface color option for viewport object highlight. Added button in workbench in to hide list of options. Startup now displays what block its currently loading. Updates to banners
    Added wall banner variant. Added banner editor popup. Banners from worlds can now be loaded with patterns and colors. Fixed rotation point and scale of banner model. Bugfixes
    Fixed armor stand arms not being parented to body. Fixed vex charging variant being incorrect. Fixed world import crash with newer worlds. Fixed animatable blocks not using the scenery template's resource. Fixed default MC resource pack being sometimes replaces when replacing a resource with the same name. Fixed "Inherit..." checkboxes not being laid out correctly for some objects. Version 1.2.1 (Nov 11th 2018), changes:
    Bugfixes
    Fixed a crash when loading a project containing missing items. Fixed a crash when importing scenery from a world with a name containing non-English characters. Fixed a crash when loading schematics containing mob heads or gray colored beds. Fixed shapes using cameras as a texture not rendering in high quality when exporting as a movie. Fixed a crash when exporting a movie containing 1 frame only. Version 1.2.0 (Oct 31st 2018), changes:
    Minecraft support
    Added the mobs, blocks and items from Minecraft 1.13.1 Support for worlds from Minecraft 1.13.1 Added all Minecraft biomes and biome variants, also updated biome names New options for existing models Wool color for sheep Markings for horses Charged vex option Arms for armor stands Minecraft: Story Mode clouds option Animation features
    Right-click shortcut in the timeline to pick a transition Ctrl+Q shortcut to create keyframes for all selected timelines at the marker’s position Option to visualize seconds and half-seconds on the timeline Option for particles to be destroyed when they hit their bounding box More background values are now keyframable using the "Background" option in the workbench:  
    Rendering features
    In the “Graphics” tab of objects Glow effect Glow color is adjusted in “Color” of keyframes Includes setting to only display the glow effect Options to hide objects in low and high quality rendering modes Biome tinting option for objects to be affected by the biome foliage color In the “Camera” tab in camera keyframes Bloom effect Threshold, radius, intensity, and color options Color correction Brightness & contrast Saturation (Behaves differently from color settings) Vignette effect Radius, softness and strength options In the “Background” tab of the project Sunlight strength option (High Quality mode only) Custom biome colors for water, grass, and other foliage To enable, select “Custom” when picking a biome Option for the scene to have a different fog color from the sky fog In the “Graphics” tab in Settings Blocky style option for bent arms/legs Noise effect option for grass and water Option for bright blocks in schematics to automatically be given the glow effect Option to turn on foliage light bleeding for plant-type blocks In the “Render” tab in Settings Option to turn off all camera effects Radius, intensity, and falloff of glowing objects Custom watermark options for exported images and movies Misc
    Spin option for items Rotation settings for sprite particles Interface color option for the group select box in the timeline Changes
    Added a button to helpful tutorial videos by @AnxiousCynic Default program FPS setting is now 60 Work camera rotation now eases when moving The default ambient color now has a blue tint, and the sunlight has a yellow tint Checkboxes with interface content can be collapsed using the adjacent button with three dots (...) The “Cross section view” of Minecraft maps can now be freely moved up and down Filtered blocks will be previewed in selected Minecraft maps Acacia leaves, Dark oak leaves, and sugar cane are now affected by the biome foliage colors Updated resolution size templates to more modern resolutions Resolution size templates now use the language file Water no longer casts shadows Added highlight outline for selected keyframes Item bouncing is now slower, matching the speed of bouncing items in Minecraft Heavily improved performance for shadowless point lights when used in great quantities Moved Depth of Field blur size from program render settings to camera keyframe settings, and changed the default size to 1% Increased Depth of Field quality Added a graphical improvement for SSAO Tweaked stars Piston extensions now extend to a full block Fog is now circular Bugfixes
    Fixed crash when importing models that contain 3D planes using “Import an asset” Fixed crash when deleting a camera used as a texture in the library Fixed crash when loading a project with a resource pack used for the moon texture Fixed crash when duplicating scenery with animated blocks Fixed point light buffer size resetting when re-opening program Fixed graphics tab in spot light properties not being the same as point light properties Fixed UI elements being blurred if "Blur texture" was enabled Fixed completely transparent models still rendering SSAO and shadows Fixed objects that face the camera casting incorrect shadows Fixed crash when undoing changes to the sunlight color Fixed a crash when deleting bodypart keyframes Fixed timeline length not updating on some keyframe operations Fixed various crashes when importing scenery from a world Fixed a 1-frame delay when switching visibility between two cameras Fixed a bug that had a small chance of corrupting a project when loading Changes (since pre-release 3):
    Bugfixes
    Fixed a bug that had a small chance of corrupting a project when loading Fixed a 1-frame delay when switching visibility between two cameras Fixed the Mooshroom model... again Fixed graphical issue with alerts when the toolbar is in a vertical mode Fixed issues with the following animated background options: Custom fog color Custom object fog color Sky fog Follow camera Version 1.1.x:
    Version 1.0.x:
     
  13. Upvote
    Flarp reacted to Mooshim in That Mihsoom's A Spy!   
    So after a lack of ideas, I began to renovate my old projects. This was one of them, so I started making the skins and voila!
    It's not the most jazzy wallpaper, nor does it have any effects - But I like it.

    All skins are by me (except for their heads).
    Heads:
    Flarp (Left)
    Doky8998 (Middle)
    Mooshim (Right)

    Love ya! Bye!
  14. Upvote
    Flarp reacted to KicksBrickster in Mine-Imator for Beginners // Ep. 1: The Interface   
    So I've decided to work on a comprehensive beginner's tutorial series for Mine-Imator. This is meant for beginners or those who want to improve their animation quality.
    In this first episode, I go over the interface and various UIs in the program, and what each of them do.
  15. Upvote
    Flarp reacted to Skjold in The flaws of Mineimatorforums   
    Soo.. You can get a warning instead of a warning point but.. doesnt that ruin the purpose? Warning points are simply just warnings.
    So why get warned for getting a warning?
    Actually, When I think about it.. The whole ban system is flawed. You can simply just misunderstand the rules 10 times and boom. You're banned.
    Talk about rules, Why doesn't they make you sit through the rules RIGHT when you join? Heck, Why not have a link to the rules right on the front page of the forum? This would make a lot of people be able to find/navigate to them easier.
    Also, Theres more than one set of rules. I can name 4 topics with rules on the spot. Some rules even have massive loop-holes and are even unclear at times.
    Even the mods are neglecting it with Frossa saying they'll do it "some time" and even saying "too lazy"
    This is unacceptable.
    The moderators are here to keep order on the forums. Not just give warning points to those who "deserves it"
    Also, Appeals. The majority of the forum doesn't even know that they could appeal their warning points unless they have read the obscure rule topics.
    All these things - All these flaws just come together to prevent these forums from its true potential.
    Its such a shame to see a nice forum go to waste..
     
    ..that is, unless it gets fixed of course.
     
    Sources:
    http://www.mineimatorforums.com/index.php?/topic/3-the-rules-of-the-mine-imator-forums/
    http://www.mineimatorforums.com/index.php?/topic/29621-what-is-spam/
    http://www.mineimatorforums.com/index.php?/topic/27607-mini-modding
    http://www.mineimatorforums.com/index.php?/topic/27787-guide-to-forum-ing-v2/
     
     
     
  16. Upvote
    Flarp reacted to Yoshidacrafter in Italic Sigh (Warning: Disturbing Sounds...?)   
    I had this inside joke going around with my friend circle and I made this to represent it. If you ever just lose faith in humanity, just think of this.
  17. Upvote
    Flarp reacted to J in The most perfect thing I've ever made in my life   
    Vinesauce Corruptor.
  18. Upvote
    Flarp reacted to MineRocker Animations in MIRRORED - Minecraft Fight Animation - MineRocker   
    Hey everyone!
    I present you my latest animation..
    I think it is my smoothest animation ever!
    But I want to know what you think as well..

     
    Also.. This is obviously Self - Harm inspired.
    Furniture rigs by BloxTheRigger
     
    --SUBSCRIBE--
    https://www.youtube.com/user/MineRockerAnimations
  19. Upvote
    Flarp reacted to TheLamyral in Skin for a wallpaper [Skin request]   
    uh no... e_e it's from one year ago how could i still accept
  20. Upvote
    Flarp reacted to Skjold in Only a "thanks" [1000 likes special] [4K]   
    Skjollemn 2015
     
     
     
    btw i keep shipping myself so i wont get shipped cause self-ships never sail

    ..inb4 people now sail me e_e plzno
  21. Upvote
    Flarp reacted to Skjold in Only a "thanks" [1000 likes special] [4K]   
  22. Upvote
    Flarp reacted to Nicolasev in Only a "thanks" [1000 likes special] [4K]   
    There are the people who helped me, who be friendly with me on my Mine-imator life.
    If you are not here:
    -I don't see you as a helper.
    -You don't say yes to my PM
    -I forgot you.
     

     
     
  23. Upvote
    Flarp reacted to lenyyfla2 in The Earth   
    Liked it? please post how did I can do a atmosphere to the earth....
  24. Upvote
    Flarp reacted to Skjold in My and my friend's new skin showcase   
    omg that background is so hd i can almost smell the pixels
     
     
     
     
     
     
     
    edit: why do people keep liking this? im getting more likes than the wallpaper
  25. Upvote
    Flarp reacted to Mooshim in Stormy Sea {1000 Likes Special}   
    Thanks so much for 1000 likes, guys!
     
    Here's a wallpaper for it using a concept for waves (from Blox).
    (Imgur did jpeg, not me!)
     

     
    Let me know what you think!
     
    That is totally a wave in the bottom left, not a lighting glitch at all...
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