Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
not exactly per se, but same general idea. Also you need to use shock absorbers on it.
Splambob now i want to play total annihilation.
Red. Your the most Pro tank builder that I know, so would you please tell me(us) How it´s done right ?
A tutorial on effective gearing and engine choice would really help me out right now. My little 15 ton tank (top of page) is using an 11 litre radial engine to get to 30mph :v:
Effective armouring tuts would also kick ass
[img]https://dl.dropbox.com/u/10388108/gmod/55a2c889ad03df0a7368608bec162b02.png[/img]
Perhaps its time I do some cleaning. . .
[QUOTE=unrezt;38742670][img]https://dl.dropbox.com/u/10388108/gmod/55a2c889ad03df0a7368608bec162b02.png[/img]
Perhaps its time I do some cleaning. . .[/QUOTE]
Nice 7k files you have there
oh no! i made a car :>, Caterham-Lola SP//300.R with an I4 (plz acf team, make turbos/superchargers), tried to apply british racing green but failed.
Pics:
[img_thumb]http://i.imgur.com/uZDae.jpg[/img_thumb] [img_thumb]http://i.imgur.com/3cAml.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/m38RX.jpg[/img_thumb] [img_thumb]http://i.imgur.com/ySMq2.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/Epk79.jpg[/img_thumb] [img_thumb]http://i.imgur.com/Rxo2F.jpg[/img_thumb]
[media]http://www.youtube.com/watch?v=Sv-SzWvf7kc&feature=youtu.be[/media]
Stiffplate/springplate, pretty much. Not 100% but pretty sure this is how everyone else is doing it. Sorry the tut is choppy, fraps does NOT like gmod 13 demos. Dong doesn't like my track chip.
The orientation chip I use since depth hud for gmod 13 is not out, stupidly small but useful.
[code]@name HOLO ORIENTATION
if(first())
{
print("Orientation holo initializing...")
holoCreate(1,entity():pos() + vec(0,0,10),vec(0.2,1,2),ang(0,0,0))
holoModel(1,"prism")
#holoParent(1,entity())
holoAng(1,ang(0,0,270))
holoColor(1,vec(255,0,0))
holoAlpha(1,128)
print("initialized, made by red")
}
[/code]
[editline]8th December 2012[/editline]
I rated you artistic because that's awesome. And artistic.
[QUOTE=NyremC;38753409]oh no! i made a car :>, Caterham-Lola SP//300.R with an I4 (plz acf team, make turbos/superchargers), tried to apply british racing green but failed.
Pics:
[/QUOTE] You spawned this on my server earlier and i almost died from fps lag, but looks great otherwise. Could probably cut the prop count in half though.
anyone know how to override that bullshit where it won't let you start an sp game if you have errors? (and who's genius idea was it to do that...)
[QUOTE=RedReaper;38754760]anyone know how to override that bullshit where it won't let you start an sp game if you have errors? (and who's genius idea was it to do that...)[/QUOTE]
Before you start your game, type sv_kickerrornum 0 into console, then start your game. If you dont want to type it into console, write it into your cfg.
So a few weeks back I made a little something something, it's basically gb-radial for GMod 13 except it's not and there's no ingame menu (I made it from scratch for my self, so no real need for an in-game menu)
[code]
radial = {
line_start = 60,
line_end = 180,
line_color = Color( 80, 150, 250 ),
box_color = Color( 150, 150, 150 ),
text_color = Color( 20, 20, 20 ),
text_pos = 140,
deadzone = 80,
centerX = ScrW() / 2,
centerY = ScrH() / 2,
shown = false,
}
radial.tools = {
{ name = "Physgun", cmd = "use weapon_physgun" },
{ name = "Remover", cmd = "gmod_tool remover" },
{ name = "Adv. Dupe", cmd = "gmod_tool advdupe2" },
{ name = "Weld", cmd = "gmod_tool weld" },
{ name = "No-collide", cmd = "gmod_tool nocollide" },
{ name = "Expression2", cmd = "gmod_tool wire_expression2" },
{ name = "Wire", cmd = "gmod_tool wire_adv" },
}
function radial.showMenu()
gui.EnableScreenClicker( true )
radial.shown = true
end
function radial.hideMenu()
if math.Dist( radial.centerX, radial.centerY, gui.MouseX(), gui.MouseY() ) > radial.deadzone then
local select_angle = 360 - ( math.deg( math.atan2( gui.MouseX() - radial.centerX, gui.MouseY() - radial.centerY ) ) + 180 )
local tool = math.floor( select_angle / 360 * #radial.tools + 1)
LocalPlayer():ConCommand( radial.tools[tool].cmd )
end
gui.EnableScreenClicker( false )
radial.shown = false
end
function radial.drawMenu()
if not radial.shown then return end
local entries = #radial.tools
for i = 0, entries - 1 do
local angle = 180 - ( 360 / entries * ( i + 1 ) )
local startX = math.sin( math.rad( angle ) ) * radial.line_start + radial.centerX
local startY = math.cos( math.rad( angle ) ) * radial.line_start + radial.centerY
local endX = math.sin( math.rad( angle ) ) * radial.line_end + radial.centerX
local endY = math.cos( math.rad( angle ) ) * radial.line_end + radial.centerY
surface.SetDrawColor( radial.line_color )
surface.DrawLine( startX, startY, endX, endY )
local textX = math.sin( math.rad( angle + (360 / entries) / 2 ) ) * radial.text_pos + radial.centerX
local textY = math.cos( math.rad( angle + (360 / entries) / 2 ) ) * radial.text_pos + radial.centerY
radial.drawMenuItem( textX, textY, radial.tools[i + 1].name)
end
end
function radial.drawMenuItem( x, y, name )
surface.SetFont( "Default" )
local tw, th = surface.GetTextSize( name )
draw.RoundedBox( 4, x - tw / 2 - 7.5, y - th / 2 - 3.5, tw + 15, th + 7, radial.box_color )
draw.SimpleText( name, "Default", x, y, radial.text_color, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
hook.Add( "HUDPaint", "radial.drawMenu", radial.drawMenu )
concommand.Add( "+radial_menu", radial.showMenu )
concommand.Add( "-radial_menu", radial.hideMenu )
[/code]
And here's how it looks in-game:
[img_thumb]http://cloud.steampowered.com/ugc/882967988996041101/BF0711B60FF09A1894624FF426C792F13F82E7E5/[/img_thumb]
You edit the settings at the top of the code, should be pretty self explanatory.
[editline]asd[/editline]
For people who don't know what to do with that code, just [url=http://uploading.com/files/get/5c1d3m4f/Radial%2BMenu.rar?download]download this[/url] and put it in "garrysmod/garrysmod/addons", however for it to actually autorun the server needs to have it aswell. You can run it manually with the console command "lua_openscript_cl autorun/radial_menu.lua".
[QUOTE=EvacX;38756311]So a few weeks back I made a little something something, it's basically gb-radial for GMod 13 except it's not and there's no ingame menu (I made it from scratch for my self, so no real need for an in-game menu)
code snip
And here's how it looks in-game:
[img_thumb]http://cloud.steampowered.com/ugc/882967988996041101/BF0711B60FF09A1894624FF426C792F13F82E7E5/[/img_thumb]
You edit the settings at the top of the code, should be pretty self explanatory.[/QUOTE]
This is great, but rather isn't it better to fix the previous gb_radial? I'm pretty sure the previous creator does not mind a fix since he hasn't been playing gmod for several years.
Somebody knows where I can find Axis Centre and Ball Socket Centre ? Because the update somehow broke Wenlis tools
[QUOTE=Unslinga;38763090]This is great, but rather isn't it better to fix the previous gb_radial? I'm [B]pretty sure[/B] the previous creator does not mind a fix since he hasn't been playing gmod for several years.[/QUOTE]
It could be PA drama all over again. So it is better to do your own one.
[QUOTE=Unslinga;38763090]This is great, but rather isn't it better to fix the previous gb_radial? I'm pretty sure the previous creator does not mind a fix since he hasn't been playing gmod for several years.[/QUOTE]
But I already made a new one, so why is this even a point of discussion?
Besides, I hate fixing other peoples junk.
I made something that can lift a player (80 kg)
[IMG]http://i.imgur.com/fd4rO.jpg[/IMG]
[IMG]http://i.imgur.com/o5402.jpg[/IMG]
Its using fins and 3 500cc engines.
Also many servers are running an outdated version of SProps because they are missing these
[IMG]http://i.imgur.com/7gOP6.png[/IMG]
So update please.
Updating The Pacistan Sandbox @ 94.242.227.3:27015
Shameless promotion ensued
Updated for [VCB]Dallas as well.
74.91.120.73:27015
:v:
[QUOTE=Blachnick90;38763416]Somebody knows where I can find Axis Centre and Ball Socket Centre ? Because the update somehow broke Wenlis tools[/QUOTE]
Just remove PA from the folder and all the files related to it, rename to addon.txt instead of info.
[QUOTE=EvacX;38764548]Updating The Pacistan Sandbox @ 94.242.227.3:27015
Shameless promotion ensued[/QUOTE]
[QUOTE=SwtchbldSOL;38764773]Updated for [VCB]Dallas as well.
74.91.120.73:27015
:v:[/QUOTE]
Well, while we're on the bandwagon, The Pit got the update as well.
Server IP: [sp]67.202.70.80:27015[/sp]
my servers auto update every night :v:
When you guys update sprops on your clients, re-render the icons for the wheels.
Could anyone explain to me whats the hammer units (sprops) : meter ratio? I've been doing some calculations and it shows me that 6.4m is about 336 units long, but that seems way too much
[QUOTE=dreukrag;38776148]Could anyone explain to me whats the hammer units (sprops) : meter ratio? I've been doing some calculations and it shows me that 6.4m is about 336 units long, but that seems way too much[/QUOTE]
I might be incorrect about this, but Sprops is modeled to one square being 6 inches so a 8 square (4 phx square standard) plate would be 1.22 metres. 6.4 metres would be 41 squares long which would be a sprops length of 252.
[QUOTE=Unslinga;38776191]I might be incorrect about this, but Sprops is modeled to one square being 6 inches so a 8 square (4 phx square standard) plate would be 1.22 metres. 6.4 metres would be 41 squares long which would be a sprops length of 252.[/QUOTE]
That explains a lot. I was thinking of each square being 6 hammer units wide. Thank you.
I've been messing around with the ACF tool a bit because the code in the original tool baffled me. I've been trying to make it easier to use and a little more visually appealing too. Builder's opinion, anyone?
[img]https://dl.dropbox.com/u/902553/Pictures/Screens/xcf_gunselection.png[/img]
(don't worry about the 0kg mass, i used the wrong gun-data entry :v:)
[QUOTE=Splambob;38781802]
[img]https://dl.dropbox.com/u/902553/Pictures/Screens/xcf_gunselection.png[/img][/QUOTE]
This is great! Much more organized. I also like the fact you can easily read the text for the description and details. Please keep up the good work, I would love to see this included in acf.
In that case, you're going to love what I've got planned for the ammo editor (assuming I can make it work!)
Might as well pop this question here too: What kind of balance should I strike on missiles?
The ACF devs originally had specific kinds of missile planned (sidewinder, maverick etc) but I think that's a bit boring :)
I'm thinking of making them just like the cannons, but with weaker power and they must be reloaded manually with the missile tool (no ammo boxes). To make them desirable, you can load different kinds of missile onto the same missile rack (and they'll be lighter).
I think this way you don't have an advantage over cannons except in weight, but you have greater versatility (load an AT and a HE missile on the same rack).
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