QuackCola
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quackcola.bsky.social
QuackCola
@quackcola.bsky.social
Added the ability to let you define the Description, Group, & Order of a TextureGraph variable in the inspector. #sbox #gamedev
June 17, 2025 at 11:48 PM
Implemented a custom Inspector & Asset Preview for TextureGraph editor assets which is quite easy todo in the s&box editor.
#sbox #gamedev
June 16, 2025 at 1:41 AM
Implemented Node preview mode for my texture graph project in the s&Box editor . Code still needs a bit of tlc but at least is works fairly well at the moment. #sbox #gamedev
June 8, 2025 at 3:19 AM
Whipped up a simple building in s&box while trying to brainstorm something else. In-Game the diffuse shading preview looks clean asf even with a lq lightmap bake.

And yes there is going to be a roof :). #source2 #sbox
May 10, 2025 at 5:12 AM
Been modeling a door handle for a prop in s&box. Learning as i go along which is quite fun actually. #s&box #sbox #blender #3DModeling
April 28, 2025 at 6:02 PM
Giving a go at adding the ability to define a custom shading model in a different way within my fork of ShaderGraph in #s&box #sbox . You could still forgo this method and do your lighting calculations inside a custom function node if you want to.
April 20, 2025 at 4:48 PM
Since #s&box #sbox has a cool things like Texture Generators i can use one that comes with the engine that generates a texture with some text on it and use that within the TextureGraph editor app I'm working on.
April 18, 2025 at 3:32 AM
Working on another thing now for #s&box #sbox. Tried making this for tech jam 1 but i couldn't finish in time but now im starting again and from scratch.

Its pretty much an attempt to clone smartprops from the newer branch of s2 and atm im getting the graph editor basics setup.
April 13, 2025 at 2:47 AM
Worked on My #s&box #sbox shadergraph fork earlier today by getting a Custom Function node implemented.
March 18, 2025 at 3:18 AM
Oh my #S&Box
February 15, 2025 at 7:09 AM
#l4d2 #l4d #valve Digging up some unfinished remakes of some random signs from l4d2 that i tinkered with earlier this year. Managed to track down similar enough fonts for the text and also ended up aligning things slightly better when compared to the originals.
November 28, 2024 at 4:44 AM
Reposted by QuackCola
An old high poly model of a Control Data 607 Magnetic Tape Drive. Still very unfinished, but some day I will finish modelling and texture this thing.
October 20, 2024 at 11:50 PM
#blocktober #leveldesign #FiveM #gta5 #gtav
Been working on a map mod for FiveM for awhile now on and off. One image is one of the last blockout bits I did before I started texturing everything. And the other two is what it looks like now in-game.
October 17, 2024 at 7:13 PM