• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
Work is forging ahead, looks quite a bit better now. [t]http://i.imgur.com/gUi2vMC.jpg[/t] and a shot from above [t]http://i.imgur.com/x8aigQl.jpg[/t] should be done pretty much to scale.
[t]http://i46.tinypic.com/nxoshe.jpg[/t] oh boy, e2 particles :v:
Trucks are fun so I'm making one. [t]http://i262.photobucket.com/albums/ii113/Frankess/Gmod/gm_freespace_130005.jpg[/t][t]http://i262.photobucket.com/albums/ii113/Frankess/Gmod/gm_freespace_130016.jpg[/t][t]http://i262.photobucket.com/albums/ii113/Frankess/gm_freespace_130015.jpg[/t] if you don't know what is that truck, here is a [url=http://i262.photobucket.com/albums/ii113/Frankess/My%20artworks/duel.jpg]hint[/url].
Would it be too much to ask for a tutorial on how you guys do a lot of this stuff, or are there already tutorials you can point me towards?
Most of this building literally comes from using references and eyeballing it and making a lot of use of EP and PA. I don't know if there can be a tutorial for it, since everyone builds differently.
[QUOTE=lintz;39510920]Most of this building literally comes from using references and eyeballing it and making a lot of use of EP and PA. I don't know if there can be a tutorial for it, since everyone builds differently.[/QUOTE] Sorry, should have been more clear. For the stuff using Wire.
I'm having [i]way[/i] too much fun with particles. [t]http://i48.tinypic.com/2gsmmug.jpg[/t]
The valves are not timed correctly yet, but oh well. [img]https://dl.dropbox.com/u/10388108/g6eng2.gif[/img] yay math
[QUOTE=unrezt;39511729]The valves are not timed correctly yet, but oh well. [img]https://dl.dropbox.com/u/10388108/g6eng2.gif[/img] yay math[/QUOTE] Ok nice 3D rendering but this is for garrysmod stuff ohOHH
Can't tell if that is sarcasm, but that is in gmod, lol.
[QUOTE=unrezt;39511729]The valves are not timed correctly yet, but oh well. [img]https://dl.dropbox.com/u/10388108/g6eng2.gif[/img] yay math[/QUOTE] HAVE ALLL MY WINNERS!!! [QUOTE=$$>MUFFIN<$$;39510875]Would it be too much to ask for a tutorial on how you guys do a lot of this stuff, or are there already tutorials you can point me towards?[/QUOTE] There are tutorials in post 1 of this thread. Also I might suggest you look at the little youtube icon below each person's image to see if they've got any interesting videos.
Angles are for determining aim point and avionics. Vectors are for aim. Quats are for your legs. Also if your aim E2, or really any E2 you make, uses runOnTick(), you should probably be banned from E2. Seriously, its incredibly fucking wasteful. I've never made an E2 run below interval(50). And that e2 had a good chunk of it that ran only every few ticks. I remember on MWS we banned people for running badger's heli chip because it would crash the server, that was how incredibly lerpy-derpy it was. At interval(20). [editline]8th February 2013[/editline] [quote][IMG]http://i262.photobucket.com/albums/ii113/Frankess/Gmod/gm_freespace_130003.jpg[/IMG][/quote] [IMG]http://img526.imageshack.us/img526/9922/gmfreespace130011.jpg[/IMG] [IMG]http://cloud.steampowered.com/ugc/920128184637836259/2615854EA8FB118FCD77158DF8E511EBD882EB58/[/IMG]
[QUOTE=RedReaper;39515436]Angles are for determining aim point and avionics. Vectors are for aim. Quats are for your legs. Also if your aim E2, or really any E2 you make, uses runOnTick(), you should probably be banned from E2. Seriously, its incredibly fucking wasteful. I've never made an E2 run below interval(50). And that e2 had a good chunk of it that ran only every few ticks. I remember on MWS we banned people for running badger's heli chip because it would crash the server, that was how incredibly lerpy-derpy it was. At interval(20). [/QUOTE] interval(15) is the same as runOnTick(1), and anything above that is only registered as intervals of 15. So your interval(50) is the same as interval(60). I usually use 30, and that keeps my ops at 30-40, but for steering I need 15 to not experience delay from the smoothers I use and that generally sets the ops at 140-160.
I haven't looked at tutorials because I have really slow internet at the moment, but I made some pretty manageable bi-lateral turrets using the hydraulic tool. Fuckin' noobs getting page kings.
[QUOTE=RedReaper;39515436]Angles are for determining aim point and avionics. Vectors are for aim. Quats are for your legs. Also if your aim E2, or really any E2 you make, uses runOnTick(), you should probably be banned from E2. Seriously, its incredibly fucking wasteful. I've never made an E2 run below interval(50). And that e2 had a good chunk of it that ran only every few ticks. I remember on MWS we banned people for running badger's heli chip because it would crash the server, that was how incredibly lerpy-derpy it was. At interval(20).[/QUOTE] could you drop some sample code on using vectors to represent aiming orientations? that's something I haven't seen before that sounds quite interesting yeah, runOnTick should be punishable by death the aiming solution I use right now puts out 15 ops max when active [editline]8th February 2013[/editline] using hydraulics for turret actuation is something I've been meaning to try out recently, it'd be cool as
How are you guys making effective aimers with a constant 15 ops? My chip's using quats with some rotation clamping and constant rotation speed, but it takes about 150. Share some of the dark magic?
I can set the interval on my aiming chips to 100 but then the gun starts to sag, even though I get ops of about 10-20.
[QUOTE=unrezt;39514413]Can't tell if that is sarcasm, but that is in gmod, lol.[/QUOTE] The "ohOHH" part was supposed to indicate that.
[t]http://cloud-2.steampowered.com/ugc/919002378846762554/8BEE32FBEAFABCC8A723C25D19B5FB500157F45C/[/t] [t]http://cloud.steampowered.com/ugc/919002378846770671/037071E3E742C0861B0B328F8A1BFF8C94D54129/[/t]
[QUOTE=VODKAH;39520209][t]http://cloud-2.steampowered.com/ugc/919002378846762554/8BEE32FBEAFABCC8A723C25D19B5FB500157F45C/[/t] [t]http://cloud.steampowered.com/ugc/919002378846770671/037071E3E742C0861B0B328F8A1BFF8C94D54129/[/t][/QUOTE] Ive seen this in the flesh and it didnt occur to me then, but those tail lights look perfect for a Nissan Skyline!
[QUOTE=Em See;39516700]could you drop some sample code on using vectors to represent aiming orientations? that's something I haven't seen before that sounds quite interesting yeah, runOnTick should be punishable by death the aiming solution I use right now puts out 15 ops max when active [editline]8th February 2013[/editline] using hydraulics for turret actuation is something I've been meaning to try out recently, it'd be cool as[/QUOTE] My aim chip runs the bulk of itself at interval(60). It updates all the egp except the fire control PIP every like 5 ticks, and the fire control runs once every 2 ticks. The fire control also has a scaler as part of the code where it'll on-the-fly alter the precision of its calculations to keep the ops within a certain range. That's the absolute heaviest I'll do anything, and it's really only that high interval()-wise because of the camera. It's a tad heavy opwise but considering it controls a camera, a complete fire control that runs in realtime and by nature churns vectors like an amish girl and butter, aim, ammo selection, egp, and about 9000 other things, it's still pretty good. Most people waste ops because they don't learn to optimize their code around higher intervals or to only run parts of their code off inbuilt timers or if(changed()). Vectors and aiming is simple. [code]Angle = Seat:toLocal(seat:driver():eyeAngles()) EyePos = Seat:pos() + (Angle:forward() * Fuckallhighnumber) #you can use a rangerOffset trace for this if you want, I use this because I have a weird aiming solution Bearing = Gun:bearing(EyePos) Elevation = Gun:elevation(EyePos)[/code] should basically explain it. [editline]8th February 2013[/editline] [QUOTE=Unslinga;39515506]for steering I need 15 to not experience delay from the smoothers I use and that generally sets the ops at 140-160.[/QUOTE] Smoothers delay what. I use hydraulic steer with just an e2's internal smoothing and it works perfectly at interval(100)
oh my. [t]http://i.imgur.com/tBDC04s.jpg[/t] [t]http://i.imgur.com/qrE8CrP.jpg[/t] [t]http://i.imgur.com/PRS25w1.jpg[/t] Don't mind the annoying headrests, they're placeholders. Also 2000 posts, I've been here for a good time now.
[QUOTE=Jackpody;39523261]oh my. [t]http://i.imgur.com/tBDC04s.jpg[/t] [t]http://i.imgur.com/qrE8CrP.jpg[/t] [t]http://i.imgur.com/PRS25w1.jpg[/t] Don't mind the annoying headrests, they're placeholders. Also 2000 posts, I've been here for a good time now.[/QUOTE] Now you need the 300 SE 6.3 Cabriolet version..... Congrats on the 2000th post
yes but 2000 is the new 800. :v:
[QUOTE=RedReaper;39523491]yes but 2000 is the new 800. :v:[/QUOTE] I'm pretty sure 2000 = 2000. It's an achievement, however minor if you so think, let him enjoy it.
[QUOTE=DoubleElite;39524530]I'm pretty sure 2000 = 2000. It's an achievement, however minor if you so think, let him enjoy it.[/QUOTE] ...Pretty sure he was just comparing him to some of the other people on the forum with 10,000+ posts. I'm sure no offence was intended.
[QUOTE=Jackpody;39523261]oh my. [t]http://i.imgur.com/tBDC04s.jpg[/t] [t]http://i.imgur.com/qrE8CrP.jpg[/t] [t]http://i.imgur.com/PRS25w1.jpg[/t] Don't mind the annoying headrests, they're placeholders. Also 2000 posts, I've been here for a good time now.[/QUOTE] [img]http://images.sodahead.com/polls/002651329/57207182_George_Takei_oh_my_xlarge.jpeg[/img] [sp]I hope I don't get banned for that, but it's worth it if I do.[/sp] That looks so fantastic. Also, I notice you're using different wheels. Do you need new hubcaps for them?
[QUOTE=RedReaper;39522847] Vectors and aiming is simple. [code]Angle = Seat:toLocal(seat:driver():eyeAngles()) EyePos = Seat:pos() + (Angle:forward() * Fuckallhighnumber) #you can use a rangerOffset trace for this if you want, I use this because I have a weird aiming solution Bearing = Gun:bearing(EyePos) Elevation = Gun:elevation(EyePos)[/code] should basically explain it. [/QUOTE] yeah I had a suspicion that was what you meant; getting an aim point only asked since the way you said it made me wonder if you were somehow using vectors to replace angles/quats in an aiming system now to play with hydraulic and engine powered aiming
[QUOTE=Em See;39525596]somehow using vectors to replace angles/quats in an aiming system[/QUOTE] You can do that with cross/dot product and some trig (lookAt matrix/quaternion) but its rather pointless in the sense of E2. Has no real advantage that I can see, especially since bearing/elevation is so simple compared to this. If you are interested: [code] @model models/hunter/plates/plate1x1.mdl runOnTick(1) ENTITY = entity() if (!ENTITY:isPlayerHolding()) { FROMDIR = ENTITY:up() TODIR = (owner():shootPos() - ENTITY:pos()):normalized() NORMAL = (FROMDIR:cross(TODIR)):normalized() ANGLE = acos(FROMDIR:dot(TODIR)) * 0.5 W = cos(ANGLE) X = sin(ANGLE)*NORMAL:x() Y = sin(ANGLE)*NORMAL:y() Z = sin(ANGLE)*NORMAL:z() QUAT = quat(W,X,Y,Z) TORQUE = ENTITY:toLocalAxis(rotationVector(QUAT)) ENTITY:applyTorque( (TORQUE*400 - ENTITY:angVelVector()*50) * ENTITY:inertia() ) ENTITY:propGravity(0) } [/code] edit: I still contend that applyTorque is stupid for aiming. In the other example I provided I forgot to localize the target angle. [code] @name AAF Test @persist [POWER DAMPING DELAY] ENTITY:entity INERTIA:angle @model models/hunter/plates/plate1x1.mdl if (first()) { DELAY = 90 ENTITY = entity() POWER = 150 DAMPING = 30 INERTIA = shiftL(ang(ENTITY:inertia())) interval(15) } elseif (clk()) { interval(DELAY) ANGLE = (ENTITY:angles() + ENTITY:toLocal(owner():eyeAngles())) - ENTITY:angles() ENTITY:applyAngForce( (ANGLE*POWER - ENTITY:angVel()*DAMPING) * INERTIA ) } [/code]
[QUOTE=Splambob;39516734]How are you guys making effective aimers with a constant 15 ops? My chip's using quats with some rotation clamping and constant rotation speed, but it takes about 150. Share some of the dark magic?[/QUOTE] [video=youtube;4uRdfn-JGMk]http://www.youtube.com/watch?v=4uRdfn-JGMk[/video] idk this is just the code I've been using in my testing, the video shows it driving a shitty non-red's-awesome-rope-system-thing using eyeAngles as input and running at 11ops steady the turret chip adds to the forces it needs to deal with so I had to up dampening from its usual 25 to 30, so if you are awesome and use red's-awesome-rope-system-thing then you probably have to tweak it back down [CODE]interval(150) if (first()) { Power = 150 Dampening = 30 Inertia = Entity:inertia() } Ops = ops() QBase = quat(owner():eyeAngles()) QTurr = quat(Entity) Torque = Entity:toLocal(rotationVector(QBase/QTurr) + Entity:pos()) Entity:applyTorque((Torque*Power - Entity:angVelVector()*Dampening)*Inertia) [/CODE] doing some more tweaking though, in a tank I'd probably use [I]Interval 220, Power 60 [/I]and[I] Dampening 25[/I] runs at a grand total of [B]7 ops[/B], sacrifices some response speed but is still smooth as hell (and the lower power means you aren't turning the gun around with insane forces that dwarf those which propel your tank) [SUP]seriously, put your tank next to a wall and spin your mouse against it as fast as you can, see what happens [/SUP]but yeah this is just the code I'm using to test this stuff, doesn't do the clamping etc (that stuff will probably amount to more ops than the quat aiming by itself now!)
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