Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
[QUOTE=Em See;39525596]now to play with hydraulic and engine powered aiming[/QUOTE]
Zeospantera engine powered artillery! GOGOGOGOGO!
Did somebody say trucks?
[t]http://cloud-2.steampowered.com/ugc/615009404015459105/7576730C5FDA13952269ED12AB58691816CEE6A8/[/t]
Inspired by the Leyland T45... or something. Still needs exterior work and, eventually, some kind of interior.
Thanks White, I might need some new rims for the front wheels, however the rear are still spot on. It's rwd, so it'll have bigger rear wheels than front.
[editline]edit[/editline]
Also I'm having some parenting issues again. The fact that Garry removed multi-core rendering doesn't help my framerate, however when the car is parented and static, I'll get about 45-50 FPS. However when I move it, when parented, it'll drop down to 25-30. Having it ghosted and moving it that way in dupe2 around on the map causes no FPS lag whatsoever, so it seems to be a parented issue (or dupe2 working some other weird way). Is there a way to get this shit fixed because it's really very annoying to loose so many FPS over having the car moving for seemingly no reason.
[editline]edit[/editline]
and thanks for rating all of my posts dumb, lub.
[QUOTE=Em See;39526090]awesome helpful codepost[/QUOTE]
That's basically what I've got, with a higher interval. That's some heavy wizardry :v:
[code]@name Base Oriented Pointer Limited
@inputs [Base Prop]:entity [Dir AimPos]:vector TurnSpeed
@persist MAXP MINP MAXY MINY
########
## Base-oriented pointer with angular limitations
## By Bubbus (splambob at gmail dot com)
########
## Configure the values in the chip to edit the behaviour - no inputs!
## If the pointer-prop is too slow, too fast or too wobbly for the TurnSpeed you've selected
## change the numbers at the bottom of the script. It's usually a good idea
## to keep the damping higher than the speed.
########
## The Base prop is the prop you've mounted the pointer to. The Prop is the aimer.
## Dir is a normalized vector which aims in the direction you want the aimer to point.
## AimPos is a position you want the aimer to point at.
## Use either Dir or AimPos, not both.
## TurnSpeed is a rough representation of aimer turning speed, degrees per second.
## TurnSpeed isn't perfect because some props have weird inertia.
########
interval(45)
if (first())
{
# edit these numbers to change the aiming limits
# maxp/minp are limits on pitch (up/down)
# maxy/miny are limits on yaw (left/right)
MAXP = 15
MINP = -15
MAXY = 180
MINY = -180
function vector vecClamp(Vec:vector)
{
if (Vec:length() == 0)
{return Base:forward()}
local BaseDir = Base:pos() + Vec
local Elev = Base:elevation(BaseDir)
local Bear = Base:bearing(BaseDir)
local IRElev = inrange(Elev, MINP, MAXP)
local IRBear = inrange(Bear, MINY, MAXY)
if (!(IRElev & IRBear))
{
local NewAng = ang(-clamp(Elev, MINP, MAXP), -clamp(Bear, MINY, MAXY), 0)
NewAng = Base:toWorld(NewAng)
Vec = NewAng:forward()
}
return Vec
}
}
if (Base & Prop)
{
Dir = vecClamp(->AimPos ? AimPos : Dir)
QBase = quat(Dir, Base:up())
QProp = quat(Prop)
Q = QBase/QProp
RotV = rotationVector(Q)
RotV = RotV:length() > 1 ? RotV:normalized()*TurnSpeed : RotV*TurnSpeed
Torque = Prop:toLocal(RotV + Prop:pos())
# edit the numbers below if the turret is too slow, too fast or spazzy.
# first number is "speed", second number is "dampening"
Prop:applyTorque((Torque*20 - Prop:angVelVector()*30)*Prop:inertia())
}
[/code]
I could probably look for op-saving by caching the inertia and inlining the vecClamp function though.
S3 Viking
[IMG]http://screencloud.net//img/screenshots/f6532278910c891055f399eca055530c.png[/IMG]
[IMG]http://screencloud.net//img/screenshots/70ee85d92ec06195432b174e1e024135.png[/IMG]
Exterior is mostly finished, the cockpit(s) and weaponry are on top of my to-do list.
What's up with the shadows casting from it? It's like x-raying through it and casting them instead of just using the silhouette.
fairly sure this is default shadowing behaviour
that or if it isn't, it's because of parenting
It's the default shadow casting, and no it hasn't been parented yet. After parenting it normally only casts the baseprop's shadow.
[QUOTE=Splambob;39527405]That's basically what I've got, with a higher interval. That's some heavy wizardry :v:
[code]penis aiming
never miss the bowl again[/code]
I could probably look for op-saving by caching the inertia and inlining the vecClamp function though.[/QUOTE]
when I have access to my gmoad codypoops again I'll drop my clamped example here
it runs at like 11 ops
basically I take the desired aim angle (ofc this could be from a vector), converts it to a local reference frame relative to the base entity, clamps its axes between two angles and then de-localises and throws it back to the quat machine to chew into juicy forth dimensional ungimballockabble representations of rotations
what happens if you make the clamp yaw say 200 degrees (100 left and 100 right) and then turn to face one extreme edge and continue turning in that direction
does it skip through the forbidden clampzone or use some magic to abandon all hopes with the shortest route and scoot around the other direction?
this is an issue that I've noticed (just in testing, haven't made/seen anything that needed clamping into a region >180 degrees before)
[editline]10th February 2013[/editline]
[QUOTE=Stalker260;39529921]It's the default shadow casting, and no it hasn't been parented yet. After parenting it normally only casts the baseprop's shadow.[/QUOTE]
okay man
yeah but when its parented generally the shadows are the same, just sometimes the prop's own lighting gets messed over (entire prop lights/shadows as opposed to partially)
[editline]10th February 2013[/editline]
okay seriously what
looking back I can rarely find pictures of parented shit casting shadows
but then
[t]http://i.imgur.com/SrYqDi6.jpg[/t]
its as if a really improbably correct coin is flipped as to whether props retain shadowing abilities
Random supercar
[t]http://cloud-2.steampowered.com/ugc/919002378866380247/B18E0BB7E1696EF8983BD39311221D4EBAD69611/[/t]
You're making a ton of sexy cars, Vod. :v: Has a magnificent 70's - 80's vibe to it, the rear portion almost makes it feel a bit Countach.
A WIP Mech, fully equiped with pew pew miniguns and flak cannons, full credit to chippy for the minigun model.
[IMG]http://cloud-2.steampowered.com/ugc/612757604210922909/CB55F9865C30D760718CF5031E69337EDB9E524E/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/612757604210925757/FF51F7A2BAACF7C4C01A3B4AA8E406FCD51A76DD/[/IMG]
More 4 Door Content:
[t]http://cloud-2.steampowered.com/ugc/559840308589327764/9C377F2F1A370EE17DB8749D2AD8D38AEC0577CC/[/t]
[t]http://cloud.steampowered.com/ugc/559840308589313088/BBE82C4181BE09F86878C0ED99258673F5DE1917/[/t]
Headrests Coming Soon:
[t]http://cloud-2.steampowered.com/ugc/559840308589321483/81778FAB35097220C862F8CA8CCB3394E0BD04AA/[/t]
[t]http://cloud-2.steampowered.com/ugc/559840308589315937/FBC727E6458ED6357C527F15F82680472C21232A/[/t]
[t]http://cloud-2.steampowered.com/ugc/559840308589407139/83AE0CB2DF8A0F51E95D62DD1E13FC7515EC8DE4/[/t]
Redid the dash and added moving stuff, curbed some propcount too
254 entities as seen in these photos, The car will have under 250 when complete
And it's pretty much complete now.
[img]http://i.imgur.com/CoaIRLR.jpg[/img]
[t]http://i.imgur.com/mzFVvkD.jpg[/t]
[t]http://i.imgur.com/Ao30JZm.jpg[/t]
Has a 2.2l straight six ACF engine, still pretty peppy for this car. The real one has a 2.8l though, sucks ACF doesn't have any.
How do you set up ACF mobility? Like do you you use one drivewheel or put the power on rear/forward? Are the wheels heavy or light? About how heavy do you make your tanks? My current one (resorted to thruster power) can't even deflect a 75mm yet moves at a crawl.
Another thing - could someone explain the principles behind these bearing/elevation turrets I'm hearing so much about? I'm pretty sure I could write the code myself, but I don't understand how using bearing/elevation is any different then Gun:setAngles() or applyAngForce().
Generic class B rally shiz
[t]http://cloud-2.steampowered.com/ugc/1118286662380144778/AE1EDF0B245F9AB2D749271FB477FC0E016C1BDF/[/t]
[t]http://cloud-2.steampowered.com/ugc/1118286662380147059/62B39100F1048D13D19F8E6EB7EDC40166EC7BF6/[/t]
And compared to a hatchback and odessa.
[t]http://cloud-2.steampowered.com/ugc/1118286662380148508/D6BC861B41BB33F16DC6A8E7EF8BE2C6E6B00F99/[/t]
[QUOTE=Splambob;39527405]That's basically what I've got, with a higher interval. That's some heavy wizardry :v:
[code]sweetcode and hella quat
[/code]
I could probably look for op-saving by caching the inertia and inlining the vecClamp function though.[/QUOTE]
here's the code I'd say I would pull up
[code]interval(200)
if (first())
{
# Tweakable response variables
Power = 60
Dampening = 25
# Clamping variables
# Sign might be deceiving
Min = ang(-45,-80,0)
Max = ang(10,80,0)
Inertia = Entity:inertia()
}
Desired = owner():eyeAngles()
Local = Base:toLocal(Desired)
Clamped = Base:toWorld(clamp(Base:toLocal(Desired), Min, Max)):forward()
QBase = quat(Clamped, Base:up())
QTurr = quat(Entity)
Torque = Entity:toLocal(rotationVector(QBase/QTurr) + Entity:pos())
Entity:applyTorque((Torque*Power - Entity:angVelVector()*Dampening)*Inertia)
[/code]
I notice you're also limiting turn speed as well, that's pretty fuckin neat - I just tweak the power/damp variables to ensure I can't flip my tank by turning the gun against a wall (I've seen some tanks which can move faster using their turret than their engines)
Made a small ballista type weapon to see if it would work. Sure does so now I shall build a larger and more powerful version.
[video=youtube;_jNGrZF_xKI]http://www.youtube.com/watch?v=_jNGrZF_xKI[/video]
And just for fun. Segway shenanigans.
[video=youtube;2Kxb7KODB98]http://www.youtube.com/watch?v=2Kxb7KODB98[/video]
Maybe have a race in these things one day.
[QUOTE=Legendarycore;39532508][IMG]http://cloud-2.steampowered.com/ugc/612757604210925757/FF51F7A2BAACF7C4C01A3B4AA8E406FCD51A76DD/[/IMG][/QUOTE]
SARAH
[IMG]http://i.imgur.com/ILSQVI4.jpg[/IMG]
First serious post, first time building something seriously;
It's a luxury sedan I based off a Rolls Royce Phantom
Still a WIP, so I guess this is content
[QUOTE=VODKAH;39530359]Random supercar
[t]http://cloud-2.steampowered.com/ugc/919002378866380247/B18E0BB7E1696EF8983BD39311221D4EBAD69611/[/t][/QUOTE]
Ford GT inspired?
[QUOTE=suXin;39537416]Ford GT inspired?[/QUOTE]
Well I have to admit the first thing I thought of was a GT40 too.
Hey, just so it doesn't get overlooked, the Bus Race has officially come to a close, and we announced the winners [URL="http://facepunch.com/showthread.php?t=1240675"]over in the thread.[/URL]
MrWhite, you have quite possibly the most contentless pagekings of any forum member...ever.
Also nice archer last page. Do you have a ballistic computer or something similar? Autoloaders are fun to fire like 4-6 rounds parabolic, then scoot, and laugh as they all hit someone on the head.
[media]http://www.youtube.com/watch?v=0-PPwURHIKU&feature=youtu.be[/media]
Playing with ballistic computer and some old EGP code, Kenny loggins came on pandora. WHAT MUST BE DONE MUST BE DONE.
[QUOTE=RedReaper;39544604][media]http://www.youtube.com/watch?v=0-PPwURHIKU&feature=youtu.be[/media]
Playing with ballistic computer and some old EGP code, Kenny loggins came on pandora. WHAT MUST BE DONE MUST BE DONE.[/QUOTE]
I could just see you, feverishly convulsing to the beat as you're listening to this.
This is a good trolling tool, dont use it though :P
[url]https://www.dropbox.com/s/qk9iu2j61hf62xg/GScreenColorChanger.exe[/url]
lol ya srsly erryday. No, I'll probably rarely use it because I can't model planes worth fuck, nor make them fly. Maybe on a helicopter or an airship (if I can find shadow's fin propellor tut) or a UAV. Getting a good fire control that is actually practical for use opens up a lot of possibilities, this being one of many.
[SUB][sp]top gun was basically gay porn. In fact I'm pretty sure most porn has a better storyline. "showgirls" grade terrible.[/sp][/SUB]
[QUOTE=kdh3305;39537086]Cool Stuff.[/QUOTE]
Nice Archer and Oshkosh HET C:
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