Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
roomba
[QUOTE=devonjones;35414681]roomba[/QUOTE]
I had two of those small things running around in a maze while I was eating, and they were still running about 1½ hours later when I got home. They aren't very clever though, they have a tendency to go head first into a wall. They're sort of like a robotic vacuum cleaner, the one we have inspired me to make that one (which hits walls as many times as the one I made).
[editline]editfaggots[/editline]
also I made it a tad better with the whole "don't hit the walls" thing. Going to try and make it shoot coordinates when it hits a wall so it knows "nope, don't go there" but that's going to be quite a challenge.
also here's a picture of the inside of version2.
[img]http://farm8.staticflickr.com/7213/7042680929_5757f6bd74_b.jpg[/img]
it's actually a lot of fun to just look at going around.
Jack, I love making auto cars like that.
What works best is, for your turning variable, you make it relative to the distance from the detected wall, so its a smooth turn and less black and white. Basically something like Right = 100-RightDistance
[QUOTE=Tibbles!;35414810]Jack, I love making auto cars like that.
What works best is, for your turning variable, you make it relative to the distance from the detected wall, so its a smooth turn and less black and white. Basically something like Right = 100-RightDistance[/QUOTE]
I was thinking of doing something like that, just haven't got around to get it to work properly. I tried to make it so the closer you got to the start of the ranger stream, the sharper it would turn. The problem with that was it starting to shake like hell when you were at the start of the beam, for no apparent reason.
[QUOTE=Jackpody;35410953]As I don't have a lot of time, I'm just testing stuff. I'll just leave this here.
[media]http://www.youtube.com/watch?v=iTaLx2k8KZI[/media][/QUOTE]
I made a car similar to this, except it was slightly larger and had suspension.
[QUOTE=Uncle Bourbon;35415077]I made a car similar to this, except it was slightly larger and had suspension.[/QUOTE]
that little thing actually does have a suspension, just had to make it really stiff. Source doesn't like that small stuff so I had to increase the weight a lot (it's about 700 kg) and make it all quite stiff.
[editline]edit[/editline]
uploading a little quick video of the two robots driving around and mating.
[editline]edit[/editline]
no idea why it's so bright, tried to use .m2ts format.
[media]http://www.youtube.com/watch?v=50_F_5deDng[/media]
also I realized that because I have barely any time for actually doing serious car building stuff in GMod, it made me release more videos. heh.
[QUOTE=Jackpody;35415120]that little thing actually does have a suspension, just had to make it really stiff. Source doesn't like that small stuff so I had to increase the weight a lot (it's about 700 kg) and make it all quite stiff.
[editline]edit[/editline]
uploading a little quick video of the two robots driving around and mating.
[editline]edit[/editline]
no idea why it's so bright, tried to use .m2ts format.
also I realized that because I have barely any time for actually doing serious car building stuff in GMod, it made me release more videos. heh.[/QUOTE]
[IMG]http://farm4.static.flickr.com/3554/3472018290_00580b5fe1.jpg[/IMG]
I had awhile back fooled around with an early prototype of something similar. I was planning on it feeding into regular vehicle inputs, so a standard pod vehicle could be converted easily to an automaton. master plan of having a bus service running through bigcity because that shit is fucking confusing.
Anyway, been busy with important non-gmod serious business. A few other wips and proof-of-concept things I've had sitting around over the past few months.
[media]http://www.youtube.com/watch?v=A7c14Ls72Ac&feature=youtu.be[/media]
[editline]3rd April 2012[/editline]
ffff it isn't showing my updated av.
[QUOTE=Jackpody;35410953]As I don't have a lot of time, I'm just testing stuff. I'll just leave this here.
[media]http://www.youtube.com/watch?v=iTaLx2k8KZI[/media][/QUOTE]
ITS FUCKEN ROOMBA
Almost
[IMG]http://i.imgur.com/9bTzo.jpg[/IMG]
[QUOTE=Complicated;35447239]Almost
[IMG]http://i.imgur.com/9bTzo.jpg[/IMG][/QUOTE]
those fucking wheels.
rated funny.
[QUOTE=devonjones;35448614]those fucking wheels.
[/quote]
Hahah wheels. Wheels are indeed a very funny things, all round n shit.
[QUOTE=Uncle Bourbon;35448816]Hahah wheels. Wheels are indeed a very funny things, all round n shit.[/QUOTE]
i think it's more the fact that it's a early 90s maybe even late 80s porsche and he put some 28 inch "yoyoyo what uuuuup big daaauwg dem duuubz brah" wheels on it.
[editline]6th April 2012[/editline]
also, the wheel base of that porsche is too long.
Ok guys keep making your expensive European cars. Here in Australia we stick to metal. And good metal at that. Here's an old friend you might remember known as 'Big Red' we started working on her again and got some pretty hawt interior done. Obviously shit loads more to do though! :P
[IMG]http://img259.imageshack.us/img259/9871/gmconstruct0138.jpg[/IMG]
[QUOTE=mil0001;35452623]Ok guys keep making your expensive European cars. Here in Australia we stick to metal. And good metal at that.[/quote]
i don't get it
Woo, weekend which means no hospital or schoolwork until Sunday! Meaning that I can work on stuff!
After trying since like December, Mercedes Benz 600 Grosser.
Took a couple sexy pictures of it. Wheels are fillers, it's just a model for now.
[img]http://farm6.staticflickr.com/5339/6904569256_23ee3dde4d_b.jpg[/img]
[img]http://farm8.staticflickr.com/7229/6904569180_1440312792_b.jpg[/img]
[t]http://farm8.staticflickr.com/7277/6904569418_2f89936b1e_b.jpg[/t]
[t]http://farm8.staticflickr.com/7087/6904569360_c7439980e8_b.jpg[/t]
[t]http://farm8.staticflickr.com/7196/7050660717_fc3ee14d78_b.jpg[/t]
This is what I based it off, if you're wondering.
[media]http://www.youtube.com/watch?v=aVDKztQ-n1U[/media]
Jeesus, that's amazing.
[QUOTE=mil0001;35452623]Ok guys keep making your expensive European cars. Here in Australia we stick to metal. And good metal at that.[/QUOTE]
I'm so sick of seeing priuses and fits faggot jelly bean cars can I move there? We use dollars here too, they're just...not worth anything...hey do you guys have free speech there? I'd love to live somewhere with free speech. Oh! And free elections!
Have to create this with holo or EGP haven't used either so it will certainly be a big learn :V
[url]http://www.ebay.com.au/itm/1966-1969-ZA-ZB-Ford-Fairlane-Dash-instrument-cluster-/251032637562?pt=AU_Car_Parts_Accessories&hash=item3a72b6107a#ht_500wt_1413[/url]
[QUOTE=mil0001;35461981]Have to create this with holo or EGP haven't used either so it will certainly be a big learn :V
[url]http://www.ebay.com.au/itm/1966-1969-ZA-ZB-Ford-Fairlane-Dash-instrument-cluster-/251032637562?pt=AU_Car_Parts_Accessories&hash=item3a72b6107a#ht_500wt_1413[/url][/QUOTE]
I'd go with holos, because the're simple to use and are faster than egp.
[QUOTE=Unslinga;35472287]I'd go with holos, because the're simple to use and are faster than egp.[/QUOTE]
Yeab i think holos will work so i can get the propper size. But dont holograms lag behind the car and glitch up? Or does it need to be parented?
You'll want to parent the holo itself to the e2, then parent that e2 to the car.
[QUOTE=mil0001;35473512]Yeab i think holos will work so i can get the propper size. But dont holograms lag behind the car and glitch up? Or does it need to be parented?[/QUOTE]
[code]
holoCreate(1,Entity:toWorld(vec(0,0,0)))
holoAng(1,Entity:toWorld(ang(0,0,0)))
holoParent(1,Entity)
[/code]
This is the basis for every holo.
On a different topic, does anyone know how to set the Advanced Pod Controller to center the bearing and elevation of looking? I'd be much obliged.
Well vacation is about over, ends on Monday so it's soon time to head away again. On another note, I finished the Grosser. Sort of, still has space for more features. It has a ton, won't list them atm but here's the dashboard. Sort of says that there's a lot.
[img]http://cloud.steampowered.com/ugc/576700870387288619/52E409A8891830E08270FEF35DD1B3FFC66B8E09/[/img]
I've been learning how to use the fin tool and wire lately (more in-depth than basic shit.)
So as a basic vehicle I made a small land yacht. (newspaper sails to boot)
[img]http://puu.sh/osWu[/img]
Except I couldn't get the fin settings to what I'd like so I ended up just using the wheels for force, it's a 2-wheel drive right now
and it fishtails like mad, but that's part of the fun I guess
I've noticed that people are still using props for steering wheels, or are using straight default holograms to do it. I can't stand this, so I wrote a bit of code that might inspire some people.
[code]@name basic E2 Steering Wheel
@inputs Steering:entity
@persist Model:string Ratio Angle
interval(100)
Model="models/steeringwheels/truckwheel.mdl"
Ratio=5
if(first()){
holoCreate(1)
holoModel(1,Model)
holoPos(1,entity():toWorld(vec(0,0,10)))
holoParent(1,entity())
}
holoAng(1,entity():toWorld(ang(A,90,0)))
Angle=entity():isWeldedTo():angles():yaw()-Steering:angles():yaw()[/code]
I know it's dirty. Sue me.
The ratio value controls the angle amplification between the steering wheel and the steering master. Unless you use the wheels from the Steering Wheel Pack and a PHX bar for the steering master, you'll probably have to play with the angles a bit.
I don't know a whole lot about controlling hologram angles properly, so I couldn't quite figure out how to get the wheel at the proper angle, so users will have to set the angle manually by placing the E2. I wanted to have a steering wheel angle and depth adjuster, which would have been cool, but I just don't know enough yet. Enjoy.
[IMG]http://i43.tinypic.com/2ahwe1v.jpg[/IMG]
[IMG]http://i40.tinypic.com/fdi00j.jpg[/IMG]
Tank I was working on, but my save keeps crashing for unknown reasons, so probably wont finish
y so huge
I like it big.
[QUOTE=MrWhite;35504956]I've noticed that people are still using props for steering wheels, or are using straight default holograms to do it. I can't stand this, so I wrote a bit of code that might inspire some people.
[code]
@name basic E2 Steering Wheel
@inputs Steering:entity
@persist Model:string Ratio
interval(100)
Model="models/steeringwheels/lambowheel.mdl"
Ratio=10
if(first()){
holoCreate(1)
holoModel(1,Model)
holoPos(1,entity():toWorld(vec(0,0,10)))
holoParent(1,entity())
}
holoAng(1,entity():toWorld(ang((Steering:angles():yaw()*Ratio)+180,90,0)))[/code]
I know it's dirty. Sue me.
The ratio value controls the angle amplification between the steering wheel and the steering master. Unless you use the wheels from the Steering Wheel Pack and a PHX bar for the steering master, you'll probably have to play with the angles a bit.
I don't know a whole lot about controlling hologram angles properly, so I couldn't quite figure out how to get the wheel at the proper angle, so users will have to set the angle manually by placing the E2. I wanted to have a steering wheel angle and depth adjuster, which would have been cool, but I just don't know enough yet. Enjoy.[/QUOTE]
I think I have an even better chip for that purpose that i recently made.
[code]
@name chronos_steering_wheel
@inputs [Seat Slave]:entity
@outputs Ang:angle
runOnTick(1)
Base = entity():isWeldedTo()
Ang = (Base:angles()*ang(0,-4,0) - Slave:angles()*ang(0,-4,0))
Texture = "models/props_combine/metal_combinebridge001"
Chrome = "phoenix_storms/grey_chrome"
holoCreate(1,Seat:toWorld(vec(0,36,7)))
holoAng(1,Base:toWorld(ang(-45,-90,0)))
holoParent(1,Seat)
holoColor(1,vec(0,0,0),0)
holoCreate(2,holoEntity(1):toWorld(vec(0,0,0)))
holoAng(2,holoEntity(1):toWorld(Ang))
holoParent(2,holoEntity(1))
holoModel(2,"hq_cylinder")
holoScale(2,vec(0.4,0.4,3))
holoMaterial(2,Chrome)
holoCreate(3,holoEntity(2):toWorld(vec(0,0,20)))
holoAng(3,holoEntity(2):toWorld(ang(5,0,0)))
holoParent(3,holoEntity(2))
holoModel(3,"hq_torus_thin")
holoScale(3,vec(2,2,2))
holoMaterial(3,Texture)
holoCreate(4,holoEntity(2):toWorld(vec(-2,5,19)))
holoAng(4,holoEntity(2):toWorld(ang(0,5,-80)))
holoParent(4,holoEntity(2))
holoModel(4,"hq_cylinder")
holoScale(4,vec(0.1,0.05,1))
holoMaterial(4,Chrome)
holoCreate(5,holoEntity(2):toWorld(vec(-2,-5,19)))
holoAng(5,holoEntity(2):toWorld(ang(0,-5,80)))
holoParent(5,holoEntity(2))
holoModel(5,"hq_cylinder")
holoScale(5,vec(0.1,0.05,1))
holoMaterial(5,Chrome)
holoCreate(6,holoEntity(2):toWorld(vec(-6,0,19.5)))
holoAng(6,holoEntity(2):toWorld(ang(105,0,0)))
holoParent(6,holoEntity(2))
holoModel(6,"hq_cylinder")
holoScale(6,vec(0.05,0.15,1))
holoMaterial(6,Chrome)
holoCreate(7,holoEntity(2):toWorld(vec(0,0,18)))
holoAng(7,holoEntity(2):toWorld(ang(0,0,0)))
holoParent(7,holoEntity(2))
holoModel(7,"hq_sphere")
holoScale(7,vec(0.6,0.6,0.2))
holoMaterial(7,Chrome)
[/code]
Now you don't have to have the steeringwheel model or UWSVN and this fits perfectly to the seat.
I mentioned in the first sentence why your code isn't appropriate. If someone wants a purely hologram steering wheel, then by all means they should completely ignore my code.
[editline]10th April 2012[/editline]
Besides, mine does 13ops or so in it's horrid unoptimized form.
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