• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
[QUOTE=Bettler;39500815]Just wanted to show you guys the new MOTD for The Pit since Mason is discouraged... Only positive constructive criticism.. no flaming. [IMG]http://puu.sh/1YC47[/IMG] On a SERIOUS note, The Pit is going back to Elpis because fragnet... yeah. The Pit is going back to Elpis, sorry for the 400TH IP switch.[/QUOTE] donde esta el work in progress?
Wow White. That interior is just amazing! I don't see ANY seams anywhere! And the wood accent is perfect! And with that EGP car computer system thing it will be just amazing! To Bettler The layout has everything you could possibly need I think, but it feels very disjointed. Separate boxes really only work if they are individual (Or connected) per line in my opinion. I suggest make your logo and rules take up the most space and center them on the screen. Then place your addons and content (MOARGRAFFIX) side by side. I.E, list of addons in a box on the left, and various images which show the addons in use on the server At the bottom list the admins (Not that they aren't important, but it's not so important that you tell everyone that joins, they can find that out when they meet an admin) And don't worry about making people scroll down. Scrolling is easy! All of this is in my opinion of course, and you are free to disagree. I've rearranged your picture to demonstrate. [t]http://i.imgur.com/rtS7MdT.jpg[/t]
[QUOTE=MrWhite;39500121]Door handles and side mirrors [t]http://i.imgur.com/86eVYds.jpg[/t] and headrests and door panels [t]http://i.imgur.com/nzPXzvy.jpg[/t] and a nice big rear armrest [t]http://i.imgur.com/IfNyOP7.jpg[/t] Ignore the broken holograms in the first picture and the lack of color.[/QUOTE] Its.... Its beautiful...
[QUOTE=Labrasones;39501709] To Bettler The layout has everything you could possibly need I think, but it feels very disjointed. Separate boxes really only work if they are individual (Or connected) per line in my opinion. I suggest make your logo and rules take up the most space and center them on the screen. Then place your addons and content (MOARGRAFFIX) side by side. I.E, list of addons in a box on the left, and various images which show the addons in use on the server At the bottom list the admins (Not that they aren't important, but it's not so important that you tell everyone that joins, they can find that out when they meet an admin) And don't worry about making people scroll down. Scrolling is easy! All of this is in my opinion of course, and you are free to disagree. I've rearranged your picture to demonstrate. [t]http://i.imgur.com/rtS7MdT.jpg[/t][/QUOTE] Haha! It was a joke! But Mason is going to use some of your advice on the new MOTD. Thanks :-P
My newest car. Probably my best looking as well. Low prop. Need to add interior now and clean up some of the rough edges [t]http://i.imgur.com/VeY4NOw.jpg[/t] [t]http://i.imgur.com/mB5hZZu.jpg[/t] And a short vid [video=youtube;iuvaxlyzMxc]http://www.youtube.com/watch?v=iuvaxlyzMxc[/video] Also, can anyone tell me what textures this map uses?
[QUOTE=Labrasones;39501709]Wow White. That interior is just amazing! I don't see ANY seams anywhere! And the wood accent is perfect! And with that EGP car computer system thing it will be just amazing! To Bettler The layout has everything you could possibly need I think, but it feels very disjointed. Separate boxes really only work if they are individual (Or connected) per line in my opinion. I suggest make your logo and rules take up the most space and center them on the screen. Then place your addons and content (MOARGRAFFIX) side by side. I.E, list of addons in a box on the left, and various images which show the addons in use on the server At the bottom list the admins (Not that they aren't important, but it's not so important that you tell everyone that joins, they can find that out when they meet an admin) And don't worry about making people scroll down. Scrolling is easy! All of this is in my opinion of course, and you are free to disagree. I've rearranged your picture to demonstrate. [t]http://i.imgur.com/rtS7MdT.jpg[/t][/QUOTE] Bettler was joking lol Anyways yeah, The Pit is moving to hopefully its final resting place. I hate having to change the IP [I]again[/I], but we've run into so many issues we haven't really had much of a choice. I wouldn't be surprised if we don't get any traffic after the move. [editline]6th February 2013[/editline] [QUOTE=acooper;39502326]My newest car. Probably my best looking as well. Low prop. Need to add interior now and clean up some of the rough edges [t]http://i.imgur.com/VeY4NOw.jpg[/t] [t]http://i.imgur.com/mB5hZZu.jpg[/t][/QUOTE] The shape is clean and attractive, especially for how many props you used. The only part that strikes me as odd is the front end around the lights, but I'm not sure if it can be fixed considering the wheel wells are in the way.
[QUOTE=MrWhite;39502384]Bettler was joking lol [/QUOTE] Derp, I feel stupid. Totally missed that :| Anyway! I present to you, the "Labredeces" Madura. [t]http://i.imgur.com/cfXrvqT.jpg[/t] Still WIP. No chassis built for this yet. Free form building, not trying for anything specific. It's 165 props atm. Started as a sports car, turned into a station wagon a little. Currently has a 7.1L V12 Petrol, so I'm still considering this as a sporty car (I'll base the chassis setup on that) It's pretty rough, but whatever. More pics. [t]http://i.imgur.com/ltPALXd.jpg[/t] [t]http://i.imgur.com/rpVswDX.jpg[/t]
A station wagen with a [i]7.1l V12[/i]. What were you thinking? :v: I'm not sure what it is but even though it looks like it was out in the sun a bit too much, there's something attractive to it. It just doesn't look like anything else out there. [i]just get a smaller, more station wagon like engine for it[/i]. [editline]edit[/editline] Also fyi I was talking about the colour in the sun statement. I'd choose something else than a 25 year old faded red, just something with some more feel to it.
[QUOTE=acooper;39502326] Also, can anyone tell me what textures this map uses?[/QUOTE] Hl2:EP1 needs to be installed.
[QUOTE=Unslinga;39503633]Hl2:EP1 needs to be installed.[/QUOTE] Never had ep1 before 13 and the textures were fine, I'm missing them now though :/
I had the same problem, as I thught I didn't need EP1 installed and had those errors everywhere. After I installed it, everything is fine. [url=http://www.facepunch.com/showthread.php?t=403669&page=7]Joystick Module[/url] for gmod... I want this fixed!!
[QUOTE=Unslinga;39503795][url=http://www.facepunch.com/showthread.php?t=403669&page=7]Joystick Module[/url] for gmod... I want this fixed!![/QUOTE] Oh man, someone got the module to work? I can do the lua shit, but I tried to recompile the module and as far as I could tell it needed a lot more than what I knew how to do. I think I just found my new project :v: edit: hmm, I can't get the module to load...
[QUOTE=Unslinga;39503633]Hl2:EP1 needs to be installed.[/QUOTE] Weird, I have Episode One installed. Still have missing textures :(
[QUOTE=unrezt;39454528][code]quat(Ang) / quat(Entity) [B]is the same as[/B] TargetAng - CurrentAng [/code] They are exactly the same, "gimbal lock" (yet another myth perpetuated by people reading something and then passing it on without understanding it) and all. You are giving both Euler angles; converting to a fake quaternion is not going to magically solve the problems associated with them. Using either will result in yaw/roll flipping when pitch crosses 90. [code] Target = (Owner:pos() - Plate:pos()):toAngle() Torque = Plate:toLocalAxis(rotationVector(quat(Target)/quat(Plate))) Plate:applyTorque( (Torque*200 - Plate:angVelVector()*20)*Plate:inertia() ) [B]is functionally identical to[/B] Target = (Owner:pos() - Plate:pos()):toAngle() - Plate:angles() Plate:applyAngForce( (Target*200 - Plate:angVel()*20)*shiftL(ang(Plate:inertia())) )[/code] Another annoying thing is people using this to turn the wheels of a car. Incrementing an angle and setting the wheel angles to match it. If you ask how they are powering it they will say "quats" ... [B]no.[/B] Those "quats" are not doing anything that couldn't be achieved with normal subtraction.[/QUOTE] given I'm about to start on the weapon systems of my new airship, I'm revisiting this first off, I have barely [I]any[/I] background knowledge of quaternions did some testing and yeah, the ang only solution provides very similar response to the quat only solution in terms of speed and accuracy (there were some cases where the ang solution was a bit lax with its rotations, though) along with at least a 50% ops decrease - except when it came to gimbal lock positions (where yaw/roll can get crossed over, such as at 90 or -90 pitch), where the quat solution behaved perfectly fine while the ang solution quite literally floundered about as far as I understand it, quaternions aren't representations of angles at all, hence we don't start with them or have gyros which output in them - they instead represent a [I]change[/I] in angles, a rotation a euler angle rotation is represented in euler angles, which get quite muddled when the axes of rotation get close together (as far as I know) .. while a quaternion rotation can represent a rotation between two euler angles, it uses some complex number fourth dimensional magic or something to avoid the same issue but this is practically the same as what Labrasones said, so I recorded it [video=youtube;j-H1cp3GaWM]http://www.youtube.com/watch?v=j-H1cp3GaWM[/video] both guns are driven by the same chip at a per tick basis (just for testing, I hate seeing runOnTick tank guns), from the same euler angle source (the gyro, which is normalised for the euler solution lest it be completely useless at -180 to 180 change) here's what drives the left hand one: [CODE] Target = angnorm(Ang - Entity1:angles()) Entity1:applyAngForce((Target*Power - Entity1:angVel()*Dampening)*shiftL(ang(Inertia)))[/CODE] and here's what drives the right hand one: [CODE] QBase = quat(Ang) QTurr = quat(Entity2) Torque = Entity2:toLocal(rotationVector(QBase/QTurr) + Entity2:pos()) Entity2:applyTorque((Torque*Power - Entity2:angVelVector()*Dampening)*Inertia)[/CODE] power is 200, dampening is 20 as per your code so, either way we're using euler angles but that doesn't mean we're using them to represent rotations (where gimbal lock or whatever comes into play) unless I'm missing something, that is what we are seeing in the video of course, if your application will never rotate near a gimbal lock-able position (say, a tank which will never expect to be facing vertically and its gun is clamped such that it can't do it itself) then definitely abandon the quaternion solution, save those ops and anyone who even considers using quaternion rotations to spin wheels... I'm just going to skip over the explicits and leave it as "don't do it"
Quaternions are the best solution for ailerons, rudders and elevators. But, we can use euler angles with a bit of quaternions - if the code detects that angles are close to gimb-lock position then chip could switch for a sec to quaternions. Thanks for your research. I really didn't knew that quaternions eat so much ops.
[QUOTE=Frankess;39503933]Quaternions are the best solution for ailerons, rudders and elevators. But, we can use euler angles with a bit of quaternions - if the code detects that angles are close to gimb-lock position then chip could switch for a sec to quaternions. Thanks for your research. I really didn't knew that quaternions eat so much ops.[/QUOTE] well yeah, if you're using applyforce for the control surfaces quaternions are pretty much a must (especially if the aircraft is going to be doing lots of fucking with gravity/aerobatics) quaternions aren't that bad though; for reference, that test is almost a worst case scenario where someone is being an idiot and using runOnTick to point a gun - the ops with euler rotations laid around 100, while the ops for the quaternion rotations sat around 140 (and with both disabled, it ran at 20 ops due to some of the shit left over in it) for aiming guns with quaternions, gratuitous use of interval and loadsa tweaking can bring the max ops used down to ~20ish
[QUOTE=MrWhite;39500121]Door handles and side mirrors [t]http://i.imgur.com/86eVYds.jpg[/t] and headrests and door panels [t]http://i.imgur.com/nzPXzvy.jpg[/t] and a nice big rear armrest [t]http://i.imgur.com/IfNyOP7.jpg[/t] Ignore the broken holograms in the first picture and the lack of color.[/QUOTE] Brb fapping to sexy pics :o
[QUOTE=Labrasones;39502694]Derp, I feel stupid. Totally missed that :| Anyway! I present to you, the "Labredeces" Madura. [t]http://i.imgur.com/cfXrvqT.jpg[/t] Still WIP. No chassis built for this yet. Free form building, not trying for anything specific. It's 165 props atm. Started as a sports car, turned into a station wagon a little. Currently has a 7.1L V12 Petrol, so I'm still considering this as a sporty car (I'll base the chassis setup on that) It's pretty rough, but whatever. More pics. [t]http://i.imgur.com/ltPALXd.jpg[/t] [t]http://i.imgur.com/rpVswDX.jpg[/t][/QUOTE] Looks more SUV like than wagon like, I thought I was mad....clearly not.... The engine is fine for it, its a monster but any station wagon that does not have a monster motor is automatically boring. I need a superwagon now too. Anyways, you need to make it electric blue or orange or lime green, something that is undistasteful
[QUOTE=acooper;39503879]Weird, I have Episode One installed. Still have missing textures :([/QUOTE] Look at some of the purple textures and type "mat_crosshair" in the console. That will give you the name of the missing texture and hopefully you can then determine what it is from.
Looks more like a Multipla than a car any sane person would design.
[QUOTE=TweaK2007;39503840]Oh man, someone got the module to work? I can do the lua shit, but I tried to recompile the module and as far as I could tell it needed a lot more than what I knew how to do. I think I just found my new project :v: edit: hmm, I can't get the module to load...[/QUOTE] If you can fix this, I will worship you forever!
Does anyone have a link to the tool/addon that made wheels not glide like fuckers on contraptions? It sorta gave them grip and friction.
[QUOTE=sarge997;39505123]Does anyone have a link to the tool/addon that made wheels not glide like fuckers on contraptions? It sorta gave them grip and friction.[/QUOTE] Its called Physical Properties, its included in standard gmod. There is a console command that you can use to set the tires to jeeptire or jalopytire. Can we get a thread for people who don't know how to gmod, the pages of this thread are littered with things like where to find a working knockoff copy of PA and how to do very basic things. I can understand advanced E2 questions being here but not a question about a basic tool that is included in gmod, or where to find a copy of a tool that should not be available in working order according to its creator. Don't bother disputing that last sentence, its just a statement, not a true representation of my opinion on the matter of PA.
No no no... I have used Physical Properties, and I am not in anyway a noob. What I'm looking for is a community made addon that makes tires act a bit more like tires, less sliding and actually stick to what ever contraption there put on. They had a video and a thread for it before, but I cannot find it. Aha, Ive found it! [url]http://www.facepunch.com/showthread.php?t=1096826[/url]
[QUOTE=Slithers;39505257]Its called Physical Properties, its included in standard gmod. There is a console command that you can use to set the tires to jeeptire or jalopytire. Can we get a thread for people who don't know how to gmod, the pages of this thread are littered with things like where to find a working knockoff copy of PA and how to do very basic things. I can understand advanced E2 questions being here but not a question about a basic tool that is included in gmod, or where to find a copy of a tool that should not be available in working order according to its creator. Don't bother disputing that last sentence, its just a statement, not a true representation of my opinion on the matter of PA.[/QUOTE] I Very much agree with you, we used to have our own contraptions forum, untill garry kindly took it away -.-
[QUOTE=sarge997;39505298]No no no... I have used Physical Properties, and I am not in anyway a noob. What I'm looking for is a community made addon that makes tires act a bit more like tires, less sliding and actually stick to what ever contraption there put on. They had a video and a thread for it before, but I cannot find it. Aha, Ive found it! [url]http://www.facepunch.com/showthread.php?t=1096826[/url][/QUOTE] MakeSpherical is to wheel2 as a normal prop is to the wheel tool. MakeSpherical's probably a little easier to find nowadays though
[QUOTE=TweaK2007;39503840]Oh man, someone got the module to work? I can do the lua shit, but I tried to recompile the module and as far as I could tell it needed a lot more than what I knew how to do. I think I just found my new project :v: edit: hmm, I can't get the module to load...[/QUOTE] - snip - Should have read the original thread first. Thought it was locked. Was not.... IMPORTANT INFORMATION CAN BE FOUND THERE! Including an interesting discovery from me :D. Spoiler:[sp]I got it to work for me.[/sp] [url]http://www.facepunch.com/showthread.php?t=403669&p=39506430[/url] Also, thanks for your input on the Madura. I do like the idea of the stupidly large engine. I think I'll make it neon green.
Hue [t]http://cloud.steampowered.com/ugc/919002378826054758/5A864AD26AC9F6D30240AB89E77B1552BF4758EE/[/t]
Looking good, albeit the sides being a bit flat. Are you using a reference for it this time too? Would just like to see how the end result is.
[QUOTE=Jackpody;39506956]Are you using a reference for it this time too?[/QUOTE] Nope.
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