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cecilemuller / main.ts
Last active December 20, 2022 10:27
Typescript Webworker
/* eslint-env browser */
import type {IRequestWorker} from "./worker.ts";
const worker = new Worker(new URL("./worker.ts", import.meta.url)) as IRequestWorker;
// Receive from the worker
worker.onmessage = ({data: {myresponse}}) => {
console.log(myresponse);
};
@toji
toji / motion-controllers-example.js
Created January 23, 2020 18:36
Using motion-controllers.modules.js
// A barebones example of how to use the motion-controllers library and assets repository to load controller models in yor WebXR app
// This gist will not go into the details of how to set up a WebXR app (See https://immersive-web.github.io/webxr-samples/ for that)
// but will instead focus on the parts needed to find and load the appropriate controller.
// The motion-controllers library is small enough that it can easily be dropped into your own codebase if you wish, but loading it
// directly from a CDN like jsdelivr is an even easier route to getting up and running.
import { fetchProfile } from 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/motion-controllers.module.js';
// The assets package (https://www.npmjs.com/package/@webxr-input-profiles/assets) is larger, about 67Mb at time of writing,
// so it may be more beneficial to always use a CDN for it, especially since that will enable your app to pick up new controllers
@cecilemuller
cecilemuller / tasks.json
Last active July 14, 2019 05:45
VSCode: Compile Typescript on file save
{
"version": "2.0.0",
"tasks": [
{
"label": "Delete Output Folder",
"type": "shell",
"options": {
"cwd": "${workspaceRoot}"
@cecilemuller
cecilemuller / cubemap.bat
Created May 1, 2019 11:32
Generate a DDS cubemap from 6 JPEG images
texassemble cube -w 1024 -h 1024 -o cubemap.dds px.jpg nx.jpg py.jpg ny.jpg pz.jpg nz.jpg
texconv cubemap.dds -m 0 -y -f BC1_UNORM
@cecilemuller
cecilemuller / photoshop-functions.js
Created April 6, 2019 16:53
Photoshop Scripting
/* eslint-env photoshop */
/**
* New 3D Layer from File.
* @param {String} modelFilepath Absolute path to the 3D file
*
* Examples:
* `addLayer3D('C:\\example\\scene.wrl');`
* `addLayer3D('C:\\example\\scene.dae');`
* `addLayer3D('C:\\example\\scene.obj');`
@fakuivan
fakuivan / dishonored2_cvars.txt
Last active October 7, 2023 22:39
All cvars for Dishonored 2 as of version ``1.77.9.0``, in the format: <cvar struct address> | <cvar name> = <cvar default value> | <cvar int value address> -> <current int value>\n<cvar description>
Dishonored2.exe+3BFC7F0 | aas_subdivisionSize = 64 | Dishonored2.exe+3BFC818 -> 64
the size of subdivisions to use for debug drawing
Dishonored2.exe+340CC20 | achievements_Verbose = 0 | Dishonored2.exe+340CC48 -> 0
debug spam for achievements
Dishonored2.exe+3BFA570 | ai_debugCam = 0 | Dishonored2.exe+3BFA598 -> 0
enable debug camera
Dishonored2.exe+3BFA470 | ai_debugScript = -1 | Dishonored2.exe+3BFA498 -> 4294967295
@cecilemuller
cecilemuller / getMaterialThumbnail.ms
Created January 3, 2019 14:35
Maxscript: get the Material Editor thumbnail for an arbitrary material
-- Reads the 88x88 thumbnail from Material Editor for an arbitrary material.
-- Note that it renders faster when the material editor is closed,
-- so you could call `MatEditor.Close()` first.
--
-- Parameters:
-- mat: a material instance (StandardMaterial, Universal_Material, etc..)
--
-- Returns:
-- a Bitmap or `undefined`
--
@cecilemuller
cecilemuller / marmoset-bake-maps-properties.md
Created December 18, 2018 15:53
Marmoset Toolbag: Bake maps properties

Marmoset Toolbag: Bake maps properties

Example:

import mset

baker = mset.findObject("Baker")
baker.loadPreset("All")
baker.getMap("Normals").enabled = True
@cecilemuller
cecilemuller / marmoset-material-fields.md
Last active January 2, 2022 04:08
Marmoset Toolbag: Shader subroutine fields
#version 410 core
uniform float fGlobalTime; // in seconds
uniform vec2 v2Resolution; // viewport resolution (in pixels)
uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq
uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients
uniform sampler1D texFFTIntegrated; // this is continually increasing
uniform sampler2D texChecker;
uniform sampler2D texNoise;