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olie304 / BatchXAnimConvert.mel
Last active March 15, 2024 00:53
Very rough and non-robust script for batch converting animations into XAnims. By default it handles converting SEAnims into xanim_bins. Works with Blackops 3 or other CoDMayaTools compatible games.
// https://github.com/olie304
// Very rough and non-robust script for batch converting animations into XAnims. By default it handles converting SEAnims into xanim_bins
// Tested with Maya 2022, Requires: CoDMayaTools (https://github.com/LunaRyuko/CoDMayaTools) and SETools (https://github.com/dtzxporter/SETools). Make sure you download and build the pull requests that update each plugin for Maya 2022 and Python 3!
// $animPath should be a full, forward slashed, path to a directory with exclusively SEAnims.
// $outputPath is where the xanim_bins should be exported to
// Edit the import options in the `file -import -ty...` command in the script if needed.
// Open the Export XAnim tab in Call of Duty Tools and edit some of the settings if needed. Leave the window open!
{
string $animPath = "C:/my/seanim/dir/";
@olie304
olie304 / SROptions.cs
Created September 12, 2020 00:13
Somewhat translated Debug menu for Craftopia
using System;
using System.ComponentModel;
using I2.Loc;
using Oc;
using Oc.Achievements;
using Oc.AgingTest;
using Oc.Dungeon;
using Oc.Item;
using Oc.Item.UI;
using Oc.Maps;
@olie304
olie304 / Universal Decals Guide.txt
Created June 22, 2020 07:22
How to use Universal Decals (Better Text Wrapping)
This allows you to apply decals to modded objects without the need of two seperate objects or the need of the editor.
You can even have more than one decal on a single object.
This is useful when your object is not part of the landscape and is something like a placeable object or a vehicle.
First setup an object like so:
Add the texture you want to use for the Decal to the workspace and name it "Decal".
Create an empty Game Object on the asset you want to include decals with, I am going to call it "DecalSystem" for this guide.
DecalSystem should have a BoxCollider on it. Anything that intersects the BoxCollider will have the Decal texture projected onto it.
Add two child Game Objects to DecalSystem named "Mesh" and "Decal".
Add a MeshRenderer and a MeshFilter with a plane to Mesh.
/gr-symbolrate/lib/symbolrate_impl.cc: In static member function ‘static gr::symbolrate::symbolrate::sptr gr::symbolrate::symbolrate::make(float, float, float, bool)’:
/gr-symbolrate/lib/symbolrate_impl.cc:36:9: error: could not convert ‘gnuradio::get_initial_sptr(T*) [with T = gr::symbolrate::symbolrate_impl]()’ from ‘boost::shared_ptr<gr::symbolrate::symbolrate_impl>’ to ‘gr::symbolrate::symbolrate::sptr {aka std::shared_ptr<gr::symbolrate::symbolrate>}’
return gnuradio::get_initial_sptr
~~~~~~~~~~~~~~~~~~~~~~~~~~
(new symbolrate_impl(samp_rate, valid_min, valid_max,logRates));
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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olie304 / GridShaderUnlit.shader
Last active February 3, 2023 22:01
Particle Custom Vertex Streams World Position Shader
// All Credit goes to
// http://harrygodden.com/blog/?article=vrc-gridsnap
Shader "Terri/GridShaderUnlit" {
Properties {
_MainTex("Texture", 2 D) = "white" {}
_GridSize("Grid Size", Float) = 1.0
_SnapDistance("Snap Distance", Float) = 2.0
}
SubShader {