• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
[QUOTE=acooper;36193105]First working tank. Body is just thrown on there for now. I will probably make a complete new one because this one was just for testing and such. It's pretty slow and only has a 50mm cannon. Apply torque/Apply force aiming and completely ACF engine powered. [URL=http://imgur.com/QaM8L][IMG]http://i.imgur.com/QaM8Ll.jpg[/IMG][/URL] [URL=http://imgur.com/KGbbY][IMG]http://i.imgur.com/KGbbYl.jpg[/IMG][/URL] [URL=http://imgur.com/8qHSX][IMG]http://i.imgur.com/8qHSXl.jpg[/IMG][/URL] [URL=http://imgur.com/dSpCu][IMG]http://i.imgur.com/dSpCul.jpg[/IMG][/URL][/QUOTE] is that engine mod? it's not what I think it is, is it? Edited: thanks also, I learned how to make a tank now. now, to replace that shit I made :3
[QUOTE=Floppy;36193862]is that engine mod?[/QUOTE] Yes, it is the ACF mod, as a few of vehicles in this thread have also shown. You can download it from [URL="http://www.facepunch.com/showthread.php?t=1132792"]Here[/URL] [QUOTE=Floppy;36193862]it's not what I think it is, is it?[/QUOTE] That depends. What do you think it is? :smile:
[QUOTE=RedReaper;36187921]...y'all could just, like, use a freely available aim E2[/quote] If they're freely available kindly link a few. I've tried searching myself but whatever I find either doesn't work or the link is broken. I'd absolutely adore an E2 that takes the position the player aims at and aims the gun to that spot. [quote] and if you don't like using other people's stuff learn from it, dissect how it works, and make your own. [/quote] I have no qualms about using someone else's E2. My steering controller is someone else's code, and I have a transmission controller someone else wrote...I don't use the latter though, ACF updated and rendered it obsolete. That being said I dissect them anyway in an attempt to figure out what the balls is going on so I don't have to rely on everyone else to write my E2s.
Test of concept It's a quad rotor with fin propellers, it uses E2 to get the cosine of the gyroscope's angle to balance the propellers, lowering and increasing the RPM accordingly. Hovers in the air very nicely. The 2 rear propellers give it a max speed of somewhere around 60-70 KPH. It's fun to fly :downs: [IMG]http://i.imgur.com/ZgOlg.jpg[/IMG] [IMG]http://i.imgur.com/xlbYn.jpg[/IMG] [IMG]http://i.imgur.com/2JXwa.jpg[/IMG]
I have put comments in my applyTorque turret code, as Red said, please try to learn from it and make your own rather than just using this one. [code] @name ApplyTorque Tank Turret @inputs [Swivel Gun Pod]:entity Cam:wirelink @persist [GunIn SwiIn Origin]:vector [Dist PStr YStr Offset] @trigger none if (first() | dupefinished()) { #----User-Vars----# PStr = 1 [highlight]#Pitch sensitivity/strength[/highlight] YStr = 1 [highlight]#Swivel sensitivity/strength[/highlight] Offset = 0 [highlight]#Rotates your view and the force X degrees yaw(your turret may be built differently than mine)[/highlight] Dist = 15 [highlight]#Distance behind the tank to put the camera(oribital/thirdperson cam, set low for first person)[/highlight] Origin = vec(0, 0, 50) [highlight]#Origin point of camera(change if your view is obstructed)[/highlight] #--End-User-Vars--# SwiIn = Swivel:inertia() GunIn = Gun:inertia() Cam["Parent", entity] = Swivel rangerFilter( entity():getConstraints() ) [highlight]#You can set entities you want your aim to ignore here[/highlight] rangerPersist(1) runOnTick(1) } else { if (tickClk()) { #--Camera--# Driver = Pod:passenger() [highlight]#Driver of the pod.[/highlight] C_Ang = Swivel:toLocalAxis(Driver:eyeAngles():forward()) C_Pos = Swivel:toWorld(Origin) - C_Ang*Dist [highlight]#Set cam direction to drivers eye, and cam position to the origin you set.[/highlight] Cam["Activated", number] = Driver:isValid() Cam["Direction", vector] = C_Ang Cam["Position", vector] = C_Pos Aim = rangerOffset(999999, C_Pos + C_Ang * Dist, C_Ang):position() [highlight]#Get the aim position of the driver from the camera.[/highlight] [highlight]#We use a ranger to ignore entities(the tank, or whatever you want)[/highlight] #--Turret--# SwivelAim = (Aim - Swivel:pos()):toAngle() [highlight]#Get a direction vector between the aim position and the entities current position, and convert it to an angle.[/highlight] SwivelQuat = qRotation(vec(0, 0, SwivelAim:yaw() + Offset)) / quat(Swivel) [highlight]#Create a quaternion and rotate it around the Z(yaw) axis by the yaw of the direction vector.[/highlight] SwivelTorque = Swivel:toLocal(rotationVector(SwivelQuat) + Swivel:pos()):setX(0):setY(0) [highlight]#Convert the quaternion to a rotation vector, and set the X,Y(Pitch,Roll) axis to 0 (we only want Z rotation).[/highlight] Swivel:applyTorque((SwivelTorque*(200*YStr) - 30*Swivel:angVelVector()) *SwiIn) [highlight]#Standard applytorque layout (Vector*Mul - VelVector*Mul2) * Inertia[/highlight] GunAim = (Aim - Gun:pos()):toAngle() GunQuat = qRotation(vec(0, GunAim:pitch(), 0)) / quat(Gun) GunTorque = Gun:toLocal(rotationVector(GunQuat) + Gun:pos()):setX(0):setZ(0) Gun:applyTorque((GunTorque*(200*PStr) - 30*Gun:angVelVector()) *GunIn) } } [/code]
I use interval(), because abnormal tickrate servers fuck up everything. Tho using an anti-inertia thing is a fucking great idea, I should've done that, I've been balancing with angvel damping and clamping the angles. [QUOTE=acooper;36193985]You can download it from [URL="http://www.facepunch.com/showthread.php?t=1132792"]Here[/URL][/QUOTE] [img]http://i890.photobucket.com/albums/ac109/XanderKarbine/Gmod%202/gm_bigcity0174.jpg[/img]
Is it just my server that crashes due to ACF exploding ammo?
[QUOTE=Unslinga;36201158]Is it just my server that crashes due to ACF exploding ammo?[/QUOTE] I've known this to occur with crates that explode while submersed in water, but under know other circumstances.
Ok, Redreaper, Booby, everyone else who dumb'd my post [IMG]http://upload.wikimedia.org/wikipedia/commons/4/4b/Musee-de-lArmee-IMG_1026.jpg[/IMG] SOME MACHINEGUNS ARE CLIP FED
Still not being let down by failures like the Bugatti Veyron, in which I got to about 1000 props half ways, or the Mustang which was just iffy, I got something right. I think. Crappy pictures because I don't have time for pretty at the moment. [t]http://farm8.staticflickr.com/7105/7155541451_d261c9646c_h.jpg[/t] [t]http://farm8.staticflickr.com/7081/7155541509_2525661f09_h.jpg[/t] [editline]edit[/editline] I feel like an arse for not finishing the Veyron after I posted pictures of the bumper but it just wasn't going to work. My computer went to 40 FPS when I looked at it, half ways.
[QUOTE=iwancoppa;36204950]Ok, Redreaper, Booby, everyone else who dumb'd my post [IMG]http://upload.wikimedia.org/wikipedia/commons/4/4b/Musee-de-lArmee-IMG_1026.jpg[/IMG] SOME MACHINEGUNS ARE CLIP FED[/QUOTE] That's belt fed, I'm pretty sure, or at least intended that way.
[QUOTE=Balto-the-Wolf-Dog;36206323]That's belt fed, I'm pretty sure, or at least intended that way.[/QUOTE] Can be fed by 300 round paper belt or 25 round strip clip. some MG's were only clip fed.
low-prop server friendly A-10 [img_thumb]http://cloud-2.steampowered.com/ugc/542929065866344719/B198EF9E3FC9896A14AD6F5C5077E51899F8AB57/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/542929065866321790/6C42565ED2AA4E0303D8FB8E97A0544F08D0CCD5/[/img_thumb] less than 50 props, less than 20 holos, more than 1000 explosions per minute. still no acf :v:
[QUOTE=iwancoppa;36204950]Ok, Redreaper, Booby, everyone else who dumb'd my post [IMG]http://upload.wikimedia.org/wikipedia/commons/4/4b/Musee-de-lArmee-IMG_1026.jpg[/IMG] SOME MACHINEGUNS ARE CLIP FED[/QUOTE] [B]Chauchat. [/B]Do i have to say more? [QUOTE=iwancoppa;36206469]should be [B]fed by 300 round paper belt[/B] [SUB]or 25 round strip clip if you really need to.[/SUB][/QUOTE] Having a magazine-fed machinegun is like having a testarossa with a two stroke.
new one :D [IMG]http://s3.imgimg.de/uploads/freespacerevolution000069cceae9jpg.jpg[/IMG] [IMG]http://s3.imgimg.de/uploads/freespacerevolution0002548d0fb8jpg.jpg[/IMG] [IMG]http://s3.imgimg.de/uploads/freespacerevolution0001371e1af7jpg.jpg[/IMG] [video=youtube;PIrxZEk0UW0]http://www.youtube.com/watch?v=PIrxZEk0UW0[/video] me was boring...
[QUOTE=gamerpaddy;36210862]new one :D [IMG]http://s3.imgimg.de/uploads/freespacerevolution000069cceae9jpg.jpg[/IMG] [IMG]http://s3.imgimg.de/uploads/freespacerevolution0002548d0fb8jpg.jpg[/IMG] [IMG]http://s3.imgimg.de/uploads/freespacerevolution0001371e1af7jpg.jpg[/IMG] [video=youtube;PIrxZEk0UW0]http://www.youtube.com/watch?v=PIrxZEk0UW0[/video] me was boring...[/QUOTE] That is very nice! Nice work. Though you need to suspension.
[QUOTE=gamerpaddy;36210862]new one :D [IMG]http://s3.imgimg.de/uploads/freespacerevolution000069cceae9jpg.jpg[/IMG] [IMG]http://s3.imgimg.de/uploads/freespacerevolution0002548d0fb8jpg.jpg[/IMG] [IMG]http://s3.imgimg.de/uploads/freespacerevolution0001371e1af7jpg.jpg[/IMG] [video=youtube;PIrxZEk0UW0]http://www.youtube.com/watch?v=PIrxZEk0UW0[/video] me was boring...[/QUOTE] I agree with Red, and it's a bit too large. That being said, I really love the shape of that body. Does anyone know exactly how much one gmod unit is in inches? Is it one or is it 3/4 of an inch?
another vtol [img]http://dl.dropbox.com/u/12150594/Garrysmod/freespace06_v2-10006.jpg[/img]
[QUOTE=Unslinga;36211824]I agree with Red, and it's a bit too large. That being said, I really love the shape of that body. Does anyone know exactly how much one gmod unit is in inches? Is it one or is it 3/4 of an inch?[/QUOTE] 0.75in. source:[url]https://developer.valvesoftware.com/wiki/Dimensions#Source_Engine_Scale_Calculations[/url] [video=youtube;DZ6rbnfGKqk]http://www.youtube.com/watch?v=DZ6rbnfGKqk&feature=youtu.be[/video] ffffffff weld latches
i don't have anything to post, last night i couldn't sleep at all because of this picture: (warning, it's sfw, but just, creepY) [URL]http://xcd.xanga.com/2778503b675a0261895789/b136034929.jpg[/URL] it's actually a phobia called trypophobia
[QUOTE=Jackpody;36206150]Still not being let down by failures like the Bugatti Veyron, in which I got to about 1000 props half ways, or the Mustang which was just iffy, I got something right. I think. Crappy pictures because I don't have time for pretty at the moment. [t]http://farm8.staticflickr.com/7105/7155541451_d261c9646c_h.jpg[/t] [t]http://farm8.staticflickr.com/7081/7155541509_2525661f09_h.jpg[/t] [editline]edit[/editline] I feel like an arse for not finishing the Veyron after I posted pictures of the bumper but it just wasn't going to work. My computer went to 40 FPS when I looked at it, half ways.[/QUOTE] I don't know how you made it as perfect as you did, but you made it pretty damn perfect. [editline]5th June 2012[/editline] [QUOTE=RedReaper;36214339]0.75in. source:[url]https://developer.valvesoftware.com/wiki/Dimensions#Source_Engine_Scale_Calculations[/url] [/QUOTE] Maybe for maps, but everything else is 1 unit = 12 inches. Didn't we go over all this a few months ago?
[QUOTE=Amplar;36215368]i don't have anything to post, last night i couldn't sleep at all because of this picture: (warning, it's sfw, but just, creepY) [URL]http://xcd.xanga.com/2778503b675a0261895789/b136034929.jpg[/URL] it's actually a phobia called trypophobia[/QUOTE] I've seen that. Weird shit. [QUOTE=MrWhite;36215566]Maybe for maps, but everything else is 1 unit = 12 inches. Didn't we go over all this a few months ago?[/QUOTE] Horseradish! So, I was dicking around in single player again bored, and I made this squat little dickblock. 20 tons, damn fine armor, and a 75. Low as fuck. Been tinkering iwth it, tried unsuccessfully a variant with asupine driver's position that had insanely massively trollytough frontal armor (ran out of rounds trying to pen it, and this carries enough ammo to besiege Sevastopol). [media]http://www.youtube.com/watch?v=mm0Yu7EWCnE&feature=youtu.be[/media] The videos are kind of inspired by the "[URL="http://www.youtube.com/watch?v=HizL8BOqu7Q&feature=channel&list=UL"]tank shop[/URL]" videos. Good stuff. They're fun to make too.
[QUOTE=MrWhite;36215566] Maybe for maps, but everything else is 1 unit = 12 inches. Didn't we go over all this a few months ago?[/QUOTE] That does not sound likely... I made a Range Rover with 1 inch being 1 gmu and it just seemed way too small. I'll try making it 1/3 larger, at least that would be correct according to Red's link.
[QUOTE=Unslinga;36217266]That does not sound likely... I made a Range Rover with 1 inch being 1 gmu and it just seemed way too small. I'll try making it 1/3 larger, at least that would be correct according to Red's link.[/QUOTE] What you said makes no sense. Go look at the chart again. It states very clearly in plain text that one source length unit is equal to twelve imperial inches. let's not be contradictory.
[QUOTE=MrWhite;36217592]What you said makes no sense. Go look at the chart again. It states very clearly in plain text that one source length unit is equal to twelve imperial inches. let's not be contradictory.[/QUOTE] Not source length... [code] Map Grid Imperial Metric 1 = 0.75" = 0.01905 [/code] while [code] 1 skybox grid unit = 1 ft [/code] Meaning that one map grid a.k.a 1 gmu is equal to 0.75 inches meaning I will need to make my landie 1/3 larger.
[QUOTE=Unslinga;36217792]Not source length... [code] Map Grid Imperial Metric 1 = 0.75" = 0.01905 [/code] while [code] 1 skybox grid unit = 1 ft [/code] Meaning that one map grid a.k.a 1 gmu is equal to 0.75 inches meaning I will need to make my landie 1/3 larger.[/QUOTE] So, the map is made to 1unit=0.75in. Yay. Players are measured as 1ft=12units. Is something not clear here? Unless you want your Land Rover disproportionate to the player models using it, this should be a pretty simple concept to understand.
oh here we go, going to tell you all to shut the fuck up about 1 unit = .75in while you're ahead [u]everything[/u] in HL2 was modeled and mapped on the basis of 1 unit = 1 inch. player is 72 inches tall, 6 feet, which is average human size. all phx models are based on 1 unit = 1 inch as well don't even try this argument i've done it a million times before i wilL eND YOU
[QUOTE=Amplar;36218042]oh here we go, going to tell you all to shut the fuck up about 1 unit = .75in while you're ahead [u]everything[/u] in HL2 was modeled and mapped on the basis of 1 unit = 1 inch. player is 72 inches tall, 6 feet, which is average human size. all phx models are based on 1 unit = 1 inch as well don't even try this argument i've done it a million times before i wilL eND YOU[/QUOTE] Thanks muchly. I didn't want to have to get into it. Also, why are PHX blocks [I]not quite[/I] 12 units? they're like 11.948 or something, and it's really annoying. Superflat and the Robotics bits are all 12, though.
i swear its not a problem!!!! [img_thumb]http://dl.dropbox.com/u/12150594/Garrysmod/freespace06_v2-10007.jpg[/img_thumb] [editline]5th June 2012[/editline] oh no pageking
[QUOTE=Amplar;36218042]oh here we go, going to tell you all to shut the fuck up about 1 unit = .75in while you're ahead [u]everything[/u] in HL2 was modeled and mapped on the basis of 1 unit = 1 inch. player is 72 inches tall, 6 feet, which is average human size. all phx models are based on 1 unit = 1 inch as well don't even try this argument i've done it a million times before i wilL eND YOU[/QUOTE] I'm not really sure what to believe, either way it looks wierd, 1gmu = .75in is too small, and 1gmu = 1in looks to be a little too large.... When I compare it to the other HL cars it is slightly larger when in 1:1 but compared to the player it is LARGE. When I build it 1:0.75 it is really small. That said, is the difference in 1 PA measurement 0.75? in that case I agree with you guys. [img]http://dl.dropbox.com/u/9062018/Screenshots/gm_offroad_testcourse_final0001.jpg[/img] [img]http://dl.dropbox.com/u/9062018/Screenshots/gm_offroad_testcourse_final0002.jpg[/img]
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