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csprance / OldServerSetup.md
Last active February 14, 2022 00:41
Miscreated dedicated server instructions. Deprecated

Self Hosted Servers

This is an alternate method of installing the server. You should instead install directly from the Steam Library During the entire beta phase of Miscreated self hosted servers are NOT officially supported and will mostly likely be changed during each update.

Due to the fact that self hosted server admins can adjust item spawns the Items tab on Amalgamated kiosks is disabled on self hosted servers - the Skins tab remains fully functional.

It's recommended server admins join our community Discord server for help: http://discord.gg/miscreated - Help requests go in the #self-hosted-help channel. It's also recommended players wishing to run a server use the Simplified Miscreated Server Setup script as that script sets up a server, and it keeps a server properly updated and running.

START INSTALL INSTRUCTIONS - CUSTOMIZE TO YOUR NEEDS

@csprance
csprance / CreateLODS.ms
Last active August 23, 2023 13:22
Lod Tool for CRYENGINE using 3ds max Maxscript and proOptimizer
-- Define the UI Rollout
try (destroyDialog EILodMaker) catch()
rollout EILodMaker "Lod Maker" width:150 height:250 (
label lbl_num_lods "Number of Lods"
spinner num_lods_spinner "" across:2 offset:[20,0] width:124.05 usePercentageWidth:true percentageWidth:82.7 enabled:true type:#integer range:[0,6,2]
checkbox chk_collapse "Collapse?" pos:[18,52] checked:false
group "Advanced Options" (
spinner spinner_lod1 "LOD 1" range:[0,100,50] type:#float
spinner spinner_lod2 "LOD 2" range:[0,100,24.5] type:#float
spinner spinner_lod3 "LOD 3" range:[0,100,11.4] type:#float
@csprance
csprance / README.md
Created January 27, 2019 04:46
SCRIPT-8
@csprance
csprance / get_selected_clip.py
Created February 18, 2019 02:23
Get selected clip path in modo
import modo
import lx
def get_selected_clip_filepath():
scene = modo.Scene()
[clip] = scene.selectedByType(lx.symbol.sITYPE_VIDEOSTILL)
filepath = clip.channel("filename").get()
return filepath
@csprance
csprance / CSprance_Resume.md
Last active August 5, 2024 01:53
Chris Sprance - Character Technical Director - Resume

Chris Sprance

Technical Art Director/Web Developer/SysAdmin

My name is Chris Sprance. I am an artist, programmer, maker, and man of many hats. Proficient in the next-gen game art workflow with a deep understanding of the technical and procedural content pipeline including the constraints that revolve around games and real-time content. With over 13+ years of experience working in the AAA and indie games industry I've been a part of a lot of problem solving and enjoyed every second of it!

Work

@csprance
csprance / Snippets.md
Last active April 6, 2023 16:59
VEX Snippets for Houdini
// Detail Wrangle
vector bbsize = getbbox_size(0);
v@size = bbsize; // For reference

s@x = sprintf('%.3f', bbsize.x);
s@y = sprintf('%.3f', bbsize.y);
s@z = sprintf('%.3f', bbsize.z);
@csprance
csprance / Gdal2Tiles.md
Last active May 9, 2019 16:30
GDAL2Tiles Instructions
@csprance
csprance / mapUtils.js
Created May 22, 2019 15:52
More Map Data Functions in FlowType Javascript
// @flow
/**
* Name: mapUtils
* Created by chris on 4/22/2017.
* Description:
*/
import React from 'react';
import ReactDOMServer from 'react-dom/server';
import PlaceIcon from 'material-ui/svg-icons/maps/place';
import _ from 'lodash';
@csprance
csprance / MF_Line
Last active September 25, 2019 21:55
Make Line material Function
Begin Object Class=/Script/UnrealEd.MaterialGraphNode Name="MaterialGraphNode_0"
Begin Object Class=/Script/Engine.MaterialExpressionFunctionOutput Name="MaterialExpressionFunctionOutput_0"
End Object
Begin Object Name="MaterialExpressionFunctionOutput_0"
A=(Expression=MaterialExpressionMultiply'"MaterialGraphNode_21.MaterialExpressionMultiply_2"')
bLastPreviewed=True
Id=5339DC564EC32B27BB306AB9FBBFEDDA
MaterialExpressionEditorX=240
MaterialExpressionEditorY=224
MaterialExpressionGuid=AE145484490C27D4D65D5C8676E814EA
@csprance
csprance / set_multi_parm_defaults.py
Created December 19, 2019 14:31
Houdini - How to set multiparm defaults.
lod_presets = [100, 50, 25, 12, 6]
def set_hda_defaults(hda):
hda.parm("lod_levels").set(5)
# if we have a classname detail attrib use that
class_name = hda.geometry(0).findGlobalAttrib("classname")
if class_name:
hda.parm("sopoutput").set("$HIP/`chs('./base_name')`.fbx")
hda.parm("base_name").set(class_name.strings()[0])