Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
Oh shit, I get it. That's horrible.
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Should we bother to Garry about making a convar for it, so it's possible for it to be turned off? Same as he did with some other 'safety' stuff for GMod.
[QUOTE=Stalker260;39579643]Update on the S-3 viking; now with features! Lots!
It 'was' almost ready, but of course that was before team Garry decided to punch the building community in the throat and [U]destroyed[/U] the material tool. Thanks for that.[/QUOTE]
Bloody well awesome. Features look mostly impractical but god damn do I like em anyway. Also like the modeling too, doesn't look overly propcounted but still good aesthetics.
[media]http://www.youtube.com/watch?v=MXKIllz5bJw[/media]
I made this because I'm too lazy to work on any of my real projects.
[editline]13th February 2013[/editline]
fucking textures dammit garry
loooool the right click on the material tool is broken now because "" is not in the materialoverride list... *sigh*
[editline]13th February 2013[/editline]
install this addon to get old material tool with only an anti-pp/copy check [url]https://dl.dropbox.com/u/7934790/gmod/stool_material.zip[/url]
[QUOTE=acooper;39579878]There is actually one in the workshop if you want to try it. Called No collide multi.[/QUOTE]
I did try that, but it seemed to only give me a lot of errors.
[QUOTE=Tinter;39584764]I did try that, but it seemed to only give me a lot of errors.[/QUOTE]
Just use the gm12 version from garrysmod.org and rename info.txt to addon.txt.
I've been thinking of this lately, my cars in GMod have felt very small in comparison to most other and especially to the playermodel. I've heard some strong anti-0.25, however would be doing stuff 0.25 times be the way out? The normal sized wheel for my cars is 20-25, which people refer as shopping cart wheels. So yeah, 0.25 or not?
Just do as you wish.
Use holomodelany combined with custom sphere radius to get any size wheel.
I think the make-sphere tool should scale the wheel model with custom radii.
tried to do something besides a car :V
[IMG]http://cloud.steampowered.com/ugc/882974208181045309/369B6E532FA1DAF0F0FEE46C2744E05DD6C5EB3D/[/IMG]
You should put like a 0.75x3 cylinder in between the curved ones on the control stuff
[QUOTE=Jackpody;39592421]I've been thinking of this lately, my cars in GMod have felt very small in comparison to most other and especially to the playermodel. I've heard some strong anti-0.25, however would be doing stuff 0.25 times be the way out? The normal sized wheel for my cars is 20-25, which people refer as shopping cart wheels. So yeah, 0.25 or not?[/QUOTE]
I agree with you, I go by 1 Source unit = 1 inch. Player model and hl2 models are most likely modeled to a larger scale.
[QUOTE=Unslinga;39596351]I agree with you, I go by 1 Source unit = 1 inch. Player model and hl2 models are most likely modeled to a larger scale.[/QUOTE]
Player models are on the same scale, the player is 6ft (72 inches) un-hunched, same as regular ragdolls. 1 unit =1 inch, its been proven, wire distance and speed formulas are all wrong, dispute this and you refute Source's whole measurement system. It is written in files with in source and they specifically point to 1 unit being 1 inch. The .25 stuff is wrong, and if you use it you are wrong.
As far as size 20-25 wheels, thats the proper size you should use on a car, the problem is that these tires limit you to a range of 70-86 MPH on the proper(MPH=Vehicle:vel():forward()/17.6 formula). Jack, your Mercedes 280 SE models are properly sized. A car should be around 185 inches long, 60-70 inches wide, and around 60 inches( though my cars are a bit shorter(Burlesque =49 inches high)).
Also wheel limitations based on issues with constraints are easily calculated with math, here's a table:
Size 25= 86-90 MPH
Size 30= 107 MPH
Size 35= 124 MPH
Anyways, Ive figured out that MPH increases by 17 MPH until size 40 tires, then 18 MPH in sizes after that, as the wheel diameter increases by 5 inches.
[QUOTE=Slithers;39597672]Player models are on the same scale, the player is 6ft (72 inches) un-hunched, same as regular ragdolls. 1 unit =1 inch, its been proven, wire distance and speed formulas are all wrong, dispute this and you refute Source's whole measurement system. It is written in files with in source and they specifically point to 1 unit being 1 inch. The .25 stuff is wrong, and if you use it you are wrong.
As far as size 20-25 wheels, thats the proper size you should use on a car, the problem is that these tires limit you to a range of 70-86 MPH on the proper(MPH=Vehicle:vel():forward()/17.6 formula). Jack, your Mercedes 280 SE models are properly sized. A car should be around 185 inches long, 60-70 inches wide, and around 60 inches( though my cars are a bit shorter(Burlesque =49 inches high)).
Also wheel limitations based on issues with constraints are easily calculated with math, here's a table:
Size 25= 86-90 MPH
Size 30= 107 MPH
Size 35= 124 MPH
Anyways, Ive figured out that MPH increases by 17 MPH until size 40 tires, then 18 MPH in sizes after that, as the wheel diameter increases by 5 inches.[/QUOTE]
Greatly informative. However, the speed you get out of the wheels is easily bypassed by raising the angvel limit.
[QUOTE=Jackpody;39580994]So people who used PHX textures will be fine, considering that is shipped with GMod, however people using say SProps or TWP textures are fucked?[/QUOTE]
not all of them [url]http://steamcommunity.com/sharedfiles/filedetails/?id=104675346[/url]
Chevy Bel Air pedal car body
[IMG]http://i.imgur.com/tjXuWw4.jpg[/IMG]
Added a driver for scale:
[IMG]http://i.imgur.com/Z0U4ENs.png[/IMG]
[QUOTE=Unslinga;39599111]Greatly informative. However, the speed you get out of the wheels is easily bypassed by raising the angvel limit.[/QUOTE]
Well that's not true, seeing as how constraints break after 1000 to 1500 RPM. Slithers is giving values for pretty much the maximum speed for each wheel size.
If you were able to get wheels to spin reliably at 1500 RPM, you could theoretically hit speeds as high as these:
25 in. wheel: 112 MPH
30 in. wheel: 134 MPH
35 in. wheel: 156 MPH
40 in. wheel: 179 MPH
That's assuming you have no slip and 100% traction. To put this into perspective, an average 4-door sedan has 18 in. tires, and can get up to speeds in excess of 120 MPH. This means the wheel would need to spin at nearly 2300 RPM, so you can see how far from truly realistic performance we are here.
[editline]15th February 2013[/editline]
[QUOTE=Metacore;39601678]Chevy Bel Air pedal car body
[IMG]http://i.imgur.com/tjXuWw4.jpg[/IMG][/QUOTE]
Also this looks fucking brilliant. Need more.
Using live axles to counter body roll seems neat, however it's a bitch to steer it without going all doriftu style in the corners. I know that it's more likely to happen using that setup but is there a way to counter it a tad?
[editline]love you white[/editline]
Also the car above is magnificent. What powerplant are you going to fit in it?
Thanks a lot. I'm completely new to ACF, but it's going well. I've decided to put a single 500cc engine in it with a 4-speed, inline, small gearbox attached to it.
I menaged to finish all of it in SP, but somehow my adv_duplicator decided my car didn't need the parented props, so now it's kind of dead.
I'll ask the superadmin on ELNO to add acf engines so I can finish my car over there.
Do you guys know of a working nocolide all / multi nocolide tool? The one in op just redirects back to facepunch home and I can't find any on workshop.
well back to cars
[IMG]http://cloud-2.steampowered.com/ugc/882974208202626649/73EE07D8712DE73BB754813152C364D69F42592B/[/IMG]
aaaaaaaa
[editline]aaa[/editline]
oh my god im creaming
ok if you do that, then I'm going to be making the 1979 version
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hahahaha, it changed to 2 hours right as I posted this. as an excuse, I shall get some content.
[QUOTE=Metacore;39605673]Thanks a lot. I'm completely new to ACF, but it's going well. I've decided to put a single 500cc engine in it with a 4-speed, inline, small gearbox attached to it.
I menaged to finish all of it in SP, but somehow my adv_duplicator decided my car didn't need the parented props, so now it's kind of dead.
I'll ask the superadmin on ELNO to add acf engines so I can finish my car over there.[/QUOTE]
If you didn't weld the props to the chassis before hand, you need to use area dupe to pick up all the parented parts.
Hey everyone, I usually look around here and wanted to try out ACF.
Problem is, I cant seem to make a working car with it, I wire the engine up and stuff, And i hear it running, But i cant go forward, Even with a seat and a pod for it, Could anyone help me out with this/Pm me some info?
Sorry if i cant ask this.
Did you connect the engine to a gearbox and then connect that to some wheels?
How do you control yaw when you build a propellor-driven plane? Neither the tailfin nor the vertical stabilizers seem to help.
[QUOTE=MrBob1337;39613130]How do you control yaw when you build a propellor-driven plane? Neither the tailfin nor the vertical stabilizers seem to help.[/QUOTE]
You don't, the gmod13 update fucked everything up.
Simplest fix is to use two props to equalize the torque
[QUOTE=ShadowPhoeni;39613171]You don't, the gmod13 update fucked everything up.[/QUOTE]
How so? Fins work fine. Unless you have a broken version...
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