• Post Your Current WIP!: V5 "it's a Gumpert Apollo"
    5,031 replies, posted
I made a new shitty interwar tank, one i actually intend to finish! [t]http://i.imgur.com/LbzugIO.jpg[/t] [t]http://i.imgur.com/T3TL88i.jpg[/t] [t]http://i.imgur.com/jrcVMIh.jpg[/t] I was kind of inspired by the Matilda 2 to begin with, as is usual for me it quickly spiraled out of control and became something weird... It also has more angles than you can shake a stick at.
[QUOTE=AdmLeviathan;50430954]Here, have a history lesson. Be free boat, follow your dreams[/QUOTE] That's quite impressive, and the detail on gauges and cockpit location just really works well. Love me some slow-flying, drifty planes. That feel of hanging in air is hard to recreate in a game. Well done. Also if you're having issues with track e2s, I exist. Can help. Those holo leg things, arbio, I'm curious if you don't mind me asking. I've been thinking of making something like that, but been limited by performance issues. Found a few ways of doing it, most didn't seem "efficient" enough. Are you using stopmotion & linear interpolation, or on the fly IK? Is there a good way to keep it reasonable in CPU time? I've not tried IK/holo for anything of substance, but most things I've seen run insane CPU time.
[QUOTE=TheAtomicFox;50497087]Nice work here, though next time you upload images use '[ t ] [ /t ]' rather than '[IMG][/IMG]'. Lord knows why the former option isn't standard, but c'est la vie.[/QUOTE] Thanks for letting me know. What difference does it make though?
someone can explain me why i cant increase the clipping value per prop at single play because is doing script error everytime and nothing changes,i can only use one clip per prop,its really annoying..........and yes i tryied to install again visclip and still same poblem
Does anyone know how to make realistic exhaust smoke without just using a thruster? I saw some people ages ago do it through E2.
[QUOTE=RedReaper;50499104]That's quite impressive, and the detail on gauges and cockpit location just really works well. Love me some slow-flying, drifty planes. That feel of hanging in air is hard to recreate in a game. Well done. Also if you're having issues with track e2s, I exist. Can help. Those holo leg things, arbio, I'm curious if you don't mind me asking. I've been thinking of making something like that, but been limited by performance issues. Found a few ways of doing it, most didn't seem "efficient" enough. Are you using stopmotion & linear interpolation, or on the fly IK? Is there a good way to keep it reasonable in CPU time? I've not tried IK/holo for anything of substance, but most things I've seen run insane CPU time.[/QUOTE] Good to have you back.
UPDATES! Decided to switch to the Special I6, makes the car look more thrown together, plus I couldn't be bothered modifying the frame to fit pipes in for the 7L V8 (Which would have been badass). She has a new coat of paint, decorations and with the chassis complete is amazing offroad. Still don't know it's top speed because I have to get up early and can't be bothered looking at my chips, but I don't get the usual wheel wobble at ~110mph I have with other cars, which is either good because I've fixed my crappy building skills or bad because it doesn't reach the kind of speed I want. [t]http://i.imgur.com/Q96lCyY.jpg[/t] [t]http://i.imgur.com/HdLeUIx.jpg[/t] [t]http://i.imgur.com/Nx5Wt06.jpg[/t] [t]http://i.imgur.com/CiKlD09.jpg[/t]
Content: 1972 Mercedes Benz 300SEL W108 [T]http://images.akamai.steamusercontent.com/ugc/255957580520588226/56E838D13B92B99407FF8859A9FFC62C3C679C59/[/T] and with authentic steering wheel because why not [T]http://images.akamai.steamusercontent.com/ugc/255957580520587943/5E1153A5A7D67D1377223EBFA83BBB4830155BB7/[/T] edit: redid headlights, look wayy better. [T]http://images.akamai.steamusercontent.com/ugc/255957580522924828/74DD383B91127763691ADA61DB038A943C69DA56/[/T]
update: [WIP]a civilian armoured truck [t]http://images.akamai.steamusercontent.com/ugc/266090679688208900/B9D790B90547526602751656C5FD06269A3E7F0C/[/t] safety first
[t]http://images.akamai.steamusercontent.com/ugc/489018861240957952/6BDC4EA2830C2CAFA54BF84459B59868F1DF21A9/[/t] Resurrecting an old fin plane, and adding obligatory bombs.
[video=youtube;EBxpEzrGh-Q]https://www.youtube.com/watch?v=EBxpEzrGh-Q[/video] meanwhile on toshkent Duff pls...
[QUOTE=RedReaper;50499104] Those holo leg things, arbio, I'm curious if you don't mind me asking. I've been thinking of making something like that, but been limited by performance issues. Found a few ways of doing it, most didn't seem "efficient" enough. Are you using stopmotion & linear interpolation, or on the fly IK? Is there a good way to keep it reasonable in CPU time? I've not tried IK/holo for anything of substance, but most things I've seen run insane CPU time.[/QUOTE] Sorry for the late reply. I use law of cosines and some vector math to rotate the leg joints (think solving a triangle for its angles where you know all three sides) such that the foot reaches the end position. Other IK methods such as the Jacobian or Cyclic Coordinate Descent exist but are really performance heavy as they aren't just pure numerical solutions. As for the actual moving of the foot, I just use the quadratic bezier function that E2 has built-in to move it from point A to point B, and use that as the end position. Depending on what interval you use for your IK (60-80 is good) the CPU time/ops should stay relatively low, however it'll probably push past 2000-3000 once you start adding animations to make it look more fluid.
[QUOTE=arbio22;50515471]Sorry for the late reply. I use law of cosines and some vector math to rotate the leg joints (think solving a triangle for its angles where you know all three sides) such that the foot reaches the end position. Other IK methods such as the Jacobian or Cyclic Coordinate Descent exist but are really performance heavy as they aren't just pure numerical solutions. As for the actual moving of the foot, I just use the quadratic bezier function that E2 has built-in to move it from point A to point B, and use that as the end position. Depending on what interval you use for your IK (60-80 is good) the CPU time/ops should stay relatively low, however it'll probably push past 2000-3000 once you start adding animations to make it look more fluid.[/QUOTE] Yeah, law of cosines is a fairly efficient way to do it. I've run some tests, and it can support around 20 legs with beizer curves moving the feet. I think the best interval was around 80-ish.
Got bored, decided to make a plane. [t]http://images.akamai.steamusercontent.com/ugc/443983434100020869/220F1DCBA17965A907C3A012246E557DB1479589/[/t] [t]http://images.akamai.steamusercontent.com/ugc/443983434100021365/CBBED7D1AB68C8CD5AB6F5F682EC74001A95C180/[/t] [t]http://images.akamai.steamusercontent.com/ugc/443983434100021128/DF85A1075BCD32B6255B3B1C1DC9784F5CC99D53/[/t] [t]http://images.akamai.steamusercontent.com/ugc/443983434100020620/423C6508614BA86F4B9FA3F9DA8E6A93F7A55205/[/t] It's heavily inspired by the Beech 18, just seems a little longer, if there's any noticeable difference between the two. It's 155 props and no visclip, so it's pretty chill.
I... i don't... don't know... [t]http://i.imgur.com/0oC79EX.jpg[/t]
That looks really nice
parody of Knight XV using a iveco truck [t]http://images.akamai.steamusercontent.com/ugc/267217211024062656/652F39541093EC22F1696A0B69C99C4F417B90D1/[/t][t]http://images.akamai.steamusercontent.com/ugc/266091219156756975/717E2C59B007304D85ED00612701EB65227F055F/[/t] idk if is possible to reach 7 tons with real armor on that thing,and if this red color looks great than the black one
I really admire the cars you all make. Just out of curiosity: Last time I played Gmod, I could barely weld a barrel to a garden bench without fucking up. How in gods name do you all make cars THAT correct and well proportioned? I'm completely blown away by you guys.
[QUOTE=Ferosso;50529080]I really admire the cars you all make. Just out of curiosity: Last time I played Gmod, I could barely weld a barrel to a garden bench without fucking up. How in gods name do you all make cars THAT correct and well proportioned? I'm completely blown away by you guys.[/QUOTE] Precision, Precision Alignment, Parenting, and Patience, the four mainstays of any self-respecting modern Garry's Mod builder.
just keep in your mind,first place is patience because some constructions can get one day or more to build. the funny thing is only in gmod have this great stuff we are doing here,complete made by community,i mean....sprops,tools etc..
[QUOTE=some yoorope meme;50530310] some contraptions can take a day or more to build [/QUOTE] and I'm sitting here spending basically two months building a car and never actually finishing it pictures related [t]http://images.akamai.steamusercontent.com/ugc/490145495153612282/C7F9B63842E2FB91EA2B40A5387A393B8931A46F/[/t][t]http://images.akamai.steamusercontent.com/ugc/490145495153612456/6AA10D3A66B381A2341799A22C41FBA7476E0E4F/[/t] [t]http://images.akamai.steamusercontent.com/ugc/490145495153612607/66F1219FF9286AA529445242F4ACA9CA45748736/[/t][t]http://images.akamai.steamusercontent.com/ugc/490145495153612795/FABF69A43A9D7F863A0C8936E7D7808896E8A003/[/t]
There is a legend that i will actually finish one of my tanks one day... Opinions? [t]http://i.imgur.com/hTM4BPP.jpg[/t] [t]http://i.imgur.com/HHcPrQN.jpg[/t] [t]http://i.imgur.com/vkJF8yD.jpg[/t] 88 props thus far.
You're like me in that you end up with like a hundred almost finished tank designs but nothing done to show for it! I'm not alone!
Aye, you're not alone! I've got about 20 tanks in various stages of construction cluttering down my AdvDupe by now! Sooner or later someone has to evict the bastards, but i ain't got the heart to do it. The poor things.
Hello everyone! Here is the new Borgward P100 Me and Jollan made :D [video]https://youtu.be/v3SNuAoCxjA[/video] also ignore the blank space at the end, god knows how that happened.:v:
trought i also just start puting pic on here so here is my stuff [T]http://images.akamai.steamusercontent.com/ugc/260461914162252387/E2D97BA98F403901A5958A10830D9F6FC0D57EA4/[/T] [T]http://images.akamai.steamusercontent.com/ugc/260461914162252210/7B74A8E7CA2C9AC61886C6E369534B4ABABB8B89/[/T] rebuild of the kitfox S5 , its full acf/fin using a smal radial + fuel getting it to 132 kph at level and it stalls at 50 kph
Lost motivation in ATVs because there was no satisfying design I could go with, so I started making some sort of track for dirtbikes instead. Anyone else who made something like that? [t]http://i.imgur.com/bFhhWif.jpg[/t]
[t]http://i.imgur.com/lG3FdpX.jpg[/t] Building a pretty hefty truck. No idea what it's called yet. Might run it in the rally instead of my current Heavy entry, not sure. [url=imgur.com/a/Chnes]More pix here[/url]
Small update, tank is coming along nicely. [t]http://i.imgur.com/iZjg1PR.jpg[/t] I'm not so sure on the turret. Looks a little narrow to me.
So, I -was- working on a heavy multi-turreted inter/early-war type tank sort of based off of a T-28 with the machine guns replaced with 50mm cannons and the main gun swapped for a 100mm short, but trying to get the smaller turrets to behave themselves was giving me a real pain in the ass. So, I took a page from Gmodism's book and went and made an airship. [t]http://images.akamai.steamusercontent.com/ugc/268343213627536598/2F4C1D391DCC508864E63F6F73988EDFA44B71D5/[/t] 2x100kg bombs for splatting infantry on cap points and a 20mm HMG with APHE loaded for chewing up light tanks and the occasional lucky shot with infantry. 25mm armor plates on the underside for protection from ground fire, will do 40km/h in a straight line on the same 3.1L I4 diesel I used in my T-8 and T-16 tanks, comes in at a respectable 50ish props and 6-7 tons loaded. Would like to properly combat test it but Baikonur has a max balloons of 0, so ah well.
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