• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
Oh man ACF has changed a lot since I last used it. Hnnng missiles are being re-added. Okay now I really want to make some kind of aircraft, time to learn how to not suck at building! (aka copying you guys?)
[QUOTE=Azur;36554249] ... time to learn how to not suck at building! (aka copying you guys?)[/QUOTE] Join a server, watch tutorials in OP, be creative, try and fail, repeat last step 20 times, ask other for help. Coping other also helps.
[QUOTE=Uzkanda;36554676]Join a server, watch tutorials in OP, be creative, try and fail, repeat last step 20 times, ask other for help. Coping other also helps.[/QUOTE] Thing is I know how to build, it's just I can never make something look the way I want it to and as a result never finish anything ever :s Being a perfectionist is a curse.
[QUOTE=Azur;36554724]Thing is I know how to build, it's just I can never make something look the way I want it to and as a result never finish anything ever :s Being a perfectionist is a curse.[/QUOTE] Lower your standards or try and fail, repeat till acceptable.
[QUOTE=Balto-the-Wolf-Dog;36554072]P-51 used a V12. I recommend stacking i6's side by side though. This has to be the first ACF powered airplane with a smaller engine than that in the real one. We've come a long way from the P-25-250 with twin v8s to the DH-88 with very similar engines to the real one to actually being able to under-power our air frames relative to the real ones and have them preform just fine. Also I suggest seeing if you can find a relatively neutral but not necessarily grey matte texture. Textures that are even slightly busy will flash, but there are a few that still offer some surface without flashing. Grey matte textures look a bit unnatural. Otherwise, that looks damn good. :v:[/QUOTE] How come we have never met? :P I always love to meet new aviation enthusiasts like myself.
[QUOTE=Amplar;36554017][IMG]http://puu.sh/EDaK[/IMG] :>[/QUOTE] ww1 armored car? [editline]oh shit[/editline] shit pageking and no content, this isn't really postworthy but whatever [media]http://www.youtube.com/watch?v=M7U-dz8kVVM[/media]
[QUOTE=Azur;36554249]Oh man ACF has changed a lot since I last used it. Hnnng missiles are being re-added. Okay now I really want to make some kind of aircraft, time to learn how to not suck at building! (aka copying you guys?)[/QUOTE] Copying is not really recomended unless you're copying the technique. 1: As Uzkanda said, watch many a tutorial and learn how to use tools correctly 2: Find something real you want to replicate or make a concept 3: If you fail, backtrack to what might have gone wrong and try again 4: Remember to keep your contraption 100% locked in a direction at all times and always make sure you never unfreeze your original. 5: Repeat steps 1-3 untill you are satisfied. 6: .... 7: Profit!
I can only edit E2 Values and edit certain functions. I'll never make decent contraptions :suicide:
[QUOTE=JoeSkylynx;36562669]I can only edit E2 Values and edit certain functions. I'll never make decent contraptions :suicide:[/QUOTE] I suck at contraptions, and I've barely even TOUCHED Wire and E2. That's why I prefer coding.
[QUOTE=SwtchbldSOL;36545812]as much as i love the engines that are already in ACF, i would like to see V6's, V10's or even one cylinder engines. also i find that karbine's sound pack he made forever ago makes awesome replacements for the stock sounds. :>[/QUOTE] I said the same thing and ended up flamed to hell and back over it. But I agree. [QUOTE=Amplar;36512402]trying to get in more small motors for shit like that, i've got winston modelling a vtwin motor and shit. i'll probably bring back the 1l or something too.[/QUOTE] Oh, hey, speaking of a V-twin. Awesome! Been wanting to build a chopper-style trike or an ATV of some sort. Something that doesn't need heavy suspension to run. This'd be a great engine for it. Any other small engines in the pipes for stuff like gokarts and ATVs? [QUOTE=Sestze;36507999]i'm doing stuff in ACF, starting with a bit of categorization: [img]http://cloud-2.steampowered.com/ugc/560945815684349578/69EC5417B280439CFEF483CA04CD293F4595C048/[/img][/QUOTE] Oh my. I like this. Only thing I can suggest is a category above the engine type that splits diesel from gas. IE, you'd go Engines --> Diesel --> V12 --> 9.2L, or Engines --> Petrol --> I4 --> 3.7L. [QUOTE=neolite;36507202]Done! End prop-result went a bit high though - 160 props. All it needs is some guns! <Awesome images snipped>[/QUOTE] Sweet hummer! [QUOTE=One Ear Ninja;36504478]You realize that ACF engines were made to balance tanks.[/quote] That doens't mean we can't have a smattering of automotive stuff for people who don't build tanks with ACF though. [quote] There is literally nothing stopping you from using applyTorque. [/quote] Except for two little factoids: Someone gave me a perfectly functional ApplyTorque E2 and it just crashed my game after wigging out, and if I use ApplyTorque I have to also spend days upon days coding sounds into it...and a few months to learn how to code said sounds into the E2 in the first place. Or I can spend two minutes and attach some ACF stuff that works fine and makes all the right noises. Literally. Yeah. I'm not gonna bother with ApplyTorque because I don't want or need to use it. I have something else instead. [QUOTE=KustoM;36499146]Mini Moke. 1.5L I4, 6 speed gearbox, front wheel drive. Handles like a go kart [IMG]http://i229.photobucket.com/albums/ee172/Kustom-Kill3R/FF919415B59F980B3D376AA7E3615EFE1B7C01D9.jpg[/IMG] [IMG]http://i229.photobucket.com/albums/ee172/Kustom-Kill3R/4000_screenshots_2012-06-27_00002.jpg[/IMG][/QUOTE] Awesome little buggy! [QUOTE=Flyingtaco;36498568]False. If you have lets say 100 detail props that you never weighted, causing them to way for example 30 KGs each. That means you have added 3 tons of unnecessary weight to your vehicle. So lets say without these detail props your car weighs in at a sensible 1.5 tons, now instead your engine is trying to pull 4.5 tons. By setting the weight of all these detail props to 1 it would only be 100 extra KGs, which could vastly improve your performance. So instead of trying to use a vastly overpowered engine you can instead make a very light car with a normal engine, which would act in he same manner.[/QUOTE] I suppose it never occurred to you that [i]I figured that out two and a half years ago.[/i] God I love it when Facepunch assumes someone doesn't know their ass from Texas based on not knowing one rather complex thing. [QUOTE=MrWhite;36499620]Not enless your wheels are the diameter of a human hair or your engine is the same size as the parking lot you'd drive your vehicle into. [editline]26th June 2012[/editline] "Tell me how you do this. Wait no, that's bullshit, this is how you do this."[/quote] You never told us how to do it. What you did was you built a chassis and then put a single HL2 prop that happens to be vaguely prop shaped over it. You don't have anywhere near as much air resistance and mass as those of us who built the body from individual props as well. I have a feeling most of why my shit maxes out at 45-55 is because of air resistance, but right now Gmod won't even start so I can't test my theory. [quote]Look, if you want to know how to build light, listen to us.[/quote] All you're doing is calling me an idiot. You're not actually telling me how to make the axis contraints not act like they're made of chocolate. That's the reason I have to build heavy, if I built light the wheels fold under. If I omit the suspension entirely I can build a car that weighs just 750 kilos all up, but the ride is, as to be expected, terrible. [quote]The rest of us prefer building cars that work like real cars do.[/quote] And the sooner you realize not everyone who uses ACF wants to build realistically the better. [quote]Oh, and don't think that you're getting an ACF engine that weighs as much as a bagel and has more power than a freight-liner.[/quote] Good because I don't want that. That would be six kinds of absurd. [quote] ACF is about realism, and that's not realistic.[/quote] All I want is a ~350 pound V6 that makes 230HP or so, a 650 pound oval track V8 that makes about 900HP at 9500RPM and barely any torque below 4500, a 750LB gas I6 that makes stump-pulling torque just off idle, and some small engines in the 10-100 pound range that make about as much HP, e.g., stuff you'd find in motorbikes, lawn equipment, ATVs and similar. Is that really so unrealistic that there's no room in ACF for it?! [quote]If you want that much power, you're going to have to do it yourself[/quote] If you'll think back the whole argument started because I mentioned I did exactly that. I mentioned I tweaked the 5.7L V8 to be more of a race engine and you flew off the handle about how that's 'not realistic' and 'how can you have fun with your overpowered cars'. Not that it matters much. I'm not gonna bother humoring you with any more replies. It's a waste of time.
If you're going to refuse to use something that does [i]EXACTLY[/i] what you want, don't bitch and moan about how ACF doesn't have the right equipment to feed a purpose it was never designed for. what don't you get about "ACF was designed for realism"?
Months to learn how to use sound? Have you even looked at the wiki. . .? [code] @name Basic Car Sounds @inputs Active W S Body:entity @outputs Throttle interval(15) if (clk()) { Throttle += clamp( (W-S)*100 - Throttle, -1, 5) #This will increase or decrease the throttle variable by 1 every interval until it reaches 100. #You can change the max and the rates to whatever you want. soundVolume(1, Active) #Same as if (Active) { soundVolume(1, 1) } else { soundVolume(1, 0) } Mph = toUnit("mph", Body:vel():length()) PitchMod = Throttle / (Mph * 0.1 + 1) soundPitch(1, 50 + Mph + PitchMod) #For sound pitch, there are a couple of ways you can go. As this is a basic example, #we are just going to tie the sound pitch to the speed of the car, and add in the throttle as well. #The throttle has been divided by the mph(with 1 added, to prevent division by zero). } elseif (first()) { Body:soundPlay(1, 0, "^/acf_engines/v12_russian.wav") #You only need to call the soundPlay function once, we will use soundVoume to turn it on/off. #Use the ^ in front of the sound path to fix the sound playing in only one speaker. } [/code] [url]http://wiki.wiremod.com/wiki/Expression_2#Sound_Playback[/url]
[QUOTE=TestECull;36563703] That doens't mean we can't have a smattering of automotive stuff for people who don't build tanks with ACF though. Except for two little factoids: Someone gave me a perfectly functional ApplyTorque E2 and it just crashed my game after wigging out, and if I use ApplyTorque I have to also spend days upon days coding sounds into it...and a few months to learn how to code said sounds into the E2 in the first place. [/quote] Har; you literally don't deserve to argue. My point is the fact that ACF was ONLY built to balance tanks, and it works perfectly. In fact, we already have enough engines as it is; a lot of people agree. shadowsicon was kind enough to give you a code to base your engine sounds off of. Just spend five minutes on the wiki learning to use applyTorque, and if you still can't figure it out, I'll make one for you just to shut you up by giving you no reason to whine.
by the way, i updated the svn with new sounds for a lot of engines. reaper's vid reminded me because i changed the large v12 diesel's sound
[QUOTE=Amplar;36567593]by the way, i updated the svn with new sounds for a lot of engines. reaper's vid reminded me because i changed the large v12 diesel's sound[/QUOTE] Thank you :) Updating now.
ad2 is so fucking broken that it won't even upload anymore
[QUOTE=Amplar;36568250]ad2 is so fucking broken that it won't even upload anymore[/QUOTE] I'ts not just AD2 in my case, it's every gui update in the game, for me it's just that I have to wait for everything for an awfully long time, other than that it doesn't bother me. Unless the game crashes I don't see the big problem, would be nice if Garry fixed it though.
Seeing as AD2 crashes my game instantly, I cant relate with these problems.
[QUOTE=Amplar;36567593]by the way, i updated the svn with new sounds for a lot of engines. reaper's vid reminded me because i changed the large v12 diesel's sound[/QUOTE] new sounds. :>
Hi guys, Rin here. Here are a few things I've been working on. This T-90 has been in development for a few months now, but it's nowhere near finished. Still have to balance it a bit, but it's functional. Non-ACF Engine powered, but I'll rectify that soon. Not sure about the coloring I chose for the thing. [t]http://i.imgur.com/oLhwn.jpg[/t] [t]http://i.imgur.com/bOaZp.jpg[/t] [t]http://i.imgur.com/3WA2P.jpg[/t] This here's a recent project, a recreation of the WWII M8 Scott (or Howitzer Motor Carriage M8, if you prefer), a modified version of the American M5 Stuart. Planned to be completely ACF-powered and armed. [t]http://i.imgur.com/ud8lE.jpg[/t] [t]http://i.imgur.com/UXXGT.jpg[/t] [t]http://i.imgur.com/I5K5g.jpg[/t] Another recent project and the final one that I'm showing you all tonight; the F-22 Raptor. No idea how I'll power the damn thing when I finish the bodywork, and it'll be a cock to parent I'm sure. [t]http://i.imgur.com/itS0U.jpg[/t] [t]http://i.imgur.com/M4uFv.jpg[/t] [t]http://i.imgur.com/fRmd9.jpg[/t] And that's it guys. Thanks for taking the time to look at my work and I'll be happy to take any constructive criticism you all may have. Have a nice day/evening/certain point in time.
I've been wanting some tank-like wheels for some time so I took it upon myself to make some. Sizes 20 through 60. I hope you like them xD [B]Screenies:[/B] [IMG]http://www.thelanbox.com.au/uploads/images/726ae2_E05F5D18D3541F579BC5B45CF5CADF5BD8C5997F.jpg[/IMG] [IMG]http://www.thelanbox.com.au/uploads/images/904a54_A3B613441373C449C6A1787427CF3E0EC93406C8.jpg[/IMG] [B]Download: [/B][URL="http://www.thelanbox.com.au/blog/post/405/download-our-tank-wheels-pack-for-gmod/"]The LANBox Tank Wheels Pack[/URL]
those wheels are quite nice, actually. the problem with tank specific wheels is that they always look sort of out-of-place because you expect tracks to be on them. wheels from phx and stuff seem fine because they're generic.
[QUOTE=Amplar;36572959]those wheels are quite nice, actually. the problem with tank specific wheels is that they always look sort of out-of-place because you expect tracks to be on them. wheels from phx and stuff seem fine because they're generic.[/QUOTE] Well, if we combine Red's tank tracks with the models that JLim used it might just be the best thing yet...
[QUOTE=Unslinga;36574832]Well, if we combine Red's tank tracks with the models that JLim used it might just be the best thing yet...[/QUOTE] Speak of the me! [code]@name Red's Track System - Release v1.0 @inputs [SprocketL SprocketR RSprocketL RSprocketR]:entity @outputs Pos:vector @persist F M Tracelength AMod:angle Skin:string Offset Length Sprsize Thickness Width RSprsize @trigger interval(175) if(dupefinished()) {reset()} if(first()) { #This is a simple holo caterpillar track system #While it may look a bit confusing at first, this is an easy tool to use. #It was made by redreaper. #to use this, weldparent it upright, facing forward, in the middle of your tank's roadwheel system #usually this is the center of the tank. if your roadwheels are forward more or aft more #adjust the chip's position accordingly. you want the chip spaced evenly between the idler & drive sprocket #Some basic variables - These eight variables are 99% of the time all you need to tweak. Sprsize = 18 #Size of the front sprocket RSprsize = 18 #size of the rear sprocket Length = 35 #length of the track length on the ground Width = 1.15 #Width of the track's contact patch Thickness = 0.2 #The thickness of the actual track. Keep it between 0.1 and 0.3, usually 0.2 is enough. Offset = (entity():toLocal(SprocketL:pos())):x() * -0.71 #adjust the last number to tweak the width of the track system Tracelength = 15#adjusting this will help with it drooping. It makes the track dangle lower when off the ground. Trackrun = 1 #Do tracks run along the top? saves 4 holos. turn off trackrun if you have side skirts #These should not need altering. rangerPersist(1) #herp Array = entity():getConstraints() #self rangerFilter(Array) #don't trace self M = 0.0865 #should be able to ignore this TUV = vec(0,0,(Thickness*1.5)) #Thickness up multiplier. Color = vec(32,32,32) #Color the treads AMod = ang(0,0,0) #Modifier for angles, do not use at this time #Simply put a # in frotn of the ones you don't want to use. Currently two good tread textures are available. You can add more. Skin = "phoenix_storms/middle" #A good solid jointed texture for ww2 and modern tanks #Skin = "phoenix_storms/metalset_1-2" #a metallic texture, for early ww2 and ww1 tanks } #Everything below here you can pretty much ignore. It's just a wall of code. T1 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset) + (entity():forward() * Length),entity():up() * -1) T2 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset) + (entity():forward() * (Length/2)),entity():up() * -1) T3 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset),entity():up() * -1) T4 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset) + (entity():forward() * -(Length/2)),entity():up() * -1) T5 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset) + (entity():forward() * -Length),entity():up() * -1) Ta1 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset) + (entity():forward() * Length),entity():up() * -1) Ta2 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset) + (entity():forward() * (Length/2)),entity():up() * -1) Ta3 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset),entity():up() * -1) Ta4 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset) + (entity():forward() * -(Length/2)),entity():up() * -1) Ta5 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset) + (entity():forward() * -Length),entity():up() * -1) A0 = SprocketL:pos() + (entity():up() * -(Sprsize)) A1 = T1:position() + (entity():up() * 1.5) A2 = T2:position()+ (entity():up() * 1.5) A3 = T3:position()+ (entity():up() * 1.5) A4 = T4:position()+ (entity():up() * 1.5) A5 = T5:position()+ (entity():up() * 1.5) A6 = SprocketL:pos() + (entity():forward() * (Sprsize)) A7 = SprocketL:pos() + (entity():up() * (Sprsize*0.9)) A8 = RSprocketL:pos() + (entity():up() * -(RSprsize)) A9 = RSprocketL:pos() + (entity():forward() * (-RSprsize)) A10 = RSprocketL:pos() + (entity():up() * (RSprsize*0.9)) Am = (A10+A7)/2 -TUV Aa0 = SprocketR:pos() + (entity():up() * -(Sprsize)) Aa1 = Ta1:position() + (entity():up() * 1.5) Aa2 = Ta2:position()+ (entity():up() * 1.5) Aa3 = Ta3:position()+ (entity():up() * 1.5) Aa4 = Ta4:position()+ (entity():up() * 1.5) Aa5 = Ta5:position()+ (entity():up() * 1.5) Aa6 = SprocketR:pos() + (entity():forward() * (Sprsize)) Aa7 = SprocketR:pos() + (entity():up() * (Sprsize*0.9)) Aa8 = RSprocketR:pos() + (entity():up() * -(RSprsize)) Aa9 = RSprocketR:pos() + (entity():forward() * (-RSprsize)) Aa10 = RSprocketR:pos() + (entity():up() * (RSprsize*0.9)) Aam = (Aa10+Aa7)/2 -TUV if(first()) { holoCreate(1,(A1+A2)/2,vec(3.6,1.5,0.4),ang(A1-A2),Color) holoCreate(2,(A2+A3)/2,vec(3.6,1.5,0.4),ang(A2-A3),Color) holoCreate(3,(A3+A4)/2,vec(3.6,1.5,0.4),ang(A3-A4),Color) holoCreate(4,(A4+A5)/2,vec(3.6,1.5,0.4),ang(A4-A5),Color) holoCreate(5,(A0+A1)/2,vec(3.6,1.5,0.4),ang(A0-A1),Color) holoCreate(6,(A0+A6)/2,vec(((A0-A6):length())*M,Width,Thickness),((A0-A6):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(7,(A7+A6)/2,vec(((A7-A6):length())*M,Width,Thickness),((A6-A7):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(8,(A5+A8)/2,vec(3.6,1.5,0.4),ang(A5-A8),Color) holoCreate(9,(A8+A9)/2,vec(((A8-A9):length())*M,Width,Thickness),((A8-A9):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(10,(A9+A10)/2,vec(((A9-A10):length())*M,Width,Thickness),((A9-A10):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(11,(Aa1+Aa2)/2,vec(3.6,1.5,0.4),ang(Aa1-Aa2),Color) holoCreate(12,(Aa2+Aa3)/2,vec(3.6,1.5,0.4),ang(Aa2-Aa3),Color) holoCreate(13,(Aa3+Aa4)/2,vec(3.6,1.5,0.4),ang(Aa3-Aa4),Color) holoCreate(14,(Aa4+Aa5)/2,vec(3.6,1.5,0.4),ang(Aa4-Aa5),Color) holoCreate(15,(Aa0+Aa1)/2,vec(3.6,1.5,0.4),ang(Aa0-Aa1),Color) holoCreate(16,(Aa0+Aa6)/2,vec(((Aa0-Aa6):length())*M,Width,Thickness),((Aa0-Aa6):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(17,(Aa7+Aa6)/2,vec(((Aa7-Aa6):length())*M,Width,Thickness),((Aa6-Aa7):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(18,(Aa5+Aa8)/2,vec(3.6,1.5,0.4),ang(Aa5-Aa8),Color) holoCreate(19,(Aa8+Aa9)/2,vec(((Aa8-Aa9):length())*M,Width,Thickness),((Aa8-Aa9):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(20,(Aa9+Aa10)/2,vec(((Aa9-Aa10):length())*M,Width,Thickness),((Aa9-Aa10):toAngle():setRoll(entity():angles():roll())),Color) if(Trackrun ==1) { holoCreate(21,(Am),vec(((Am):length())*M,Width,Thickness),((A10-A7):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(22,(Aam),vec(((Aam):length())*M,Width,Thickness),((Aa10-Aa7):toAngle():setRoll(entity():angles():roll())),Color) holoMaterial(21,Skin) holoMaterial(22,Skin) } holoMaterial(1,Skin) holoMaterial(2,Skin) holoMaterial(3,Skin) holoMaterial(4,Skin) holoMaterial(5,Skin) holoMaterial(6,Skin) holoMaterial(7,Skin) holoMaterial(8,Skin) holoMaterial(9,Skin) holoMaterial(10,Skin) holoMaterial(11,Skin) holoMaterial(12,Skin) holoMaterial(13,Skin) holoMaterial(14,Skin) holoMaterial(15,Skin) holoMaterial(16,Skin) holoMaterial(17,Skin) holoMaterial(18,Skin) holoMaterial(19,Skin) holoMaterial(20,Skin) holoAng(6,(A0-A6):toAngle():setRoll(entity():angles():roll())) holoScale(6,vec(((A0-A6):length())*M,Width,Thickness)) holoAng(7,(A6-A7):toAngle():setRoll(entity():angles():roll())) holoScale(7,vec(((A6-
[QUOTE=RedReaper;36575464]Speak of the me! [code]@name Red's Track System - Release v1.0 @inputs [SprocketL SprocketR RSprocketL RSprocketR]:entity @outputs Pos:vector @persist F M Tracelength AMod:angle Skin:string Offset Length Sprsize Thickness Width RSprsize @trigger interval(175) if(dupefinished()) {reset()} if(first()) { #This is a simple holo caterpillar track system #While it may look a bit confusing at first, this is an easy tool to use. #It was made by redreaper. #to use this, weldparent it upright, facing forward, in the middle of your tank's roadwheel system #usually this is the center of the tank. if your roadwheels are forward more or aft more #adjust the chip's position accordingly. you want the chip spaced evenly between the idler & drive sprocket #Some basic variables - These eight variables are 99% of the time all you need to tweak. Sprsize = 18 #Size of the front sprocket RSprsize = 18 #size of the rear sprocket Length = 35 #length of the track length on the ground Width = 1.15 #Width of the track's contact patch Thickness = 0.2 #The thickness of the actual track. Keep it between 0.1 and 0.3, usually 0.2 is enough. Offset = (entity():toLocal(SprocketL:pos())):x() * -0.71 #adjust the last number to tweak the width of the track system Tracelength = 15#adjusting this will help with it drooping. It makes the track dangle lower when off the ground. Trackrun = 1 #Do tracks run along the top? saves 4 holos. turn off trackrun if you have side skirts #These should not need altering. rangerPersist(1) #herp Array = entity():getConstraints() #self rangerFilter(Array) #don't trace self M = 0.0865 #should be able to ignore this TUV = vec(0,0,(Thickness*1.5)) #Thickness up multiplier. Color = vec(32,32,32) #Color the treads AMod = ang(0,0,0) #Modifier for angles, do not use at this time #Simply put a # in frotn of the ones you don't want to use. Currently two good tread textures are available. You can add more. Skin = "phoenix_storms/middle" #A good solid jointed texture for ww2 and modern tanks #Skin = "phoenix_storms/metalset_1-2" #a metallic texture, for early ww2 and ww1 tanks } #Everything below here you can pretty much ignore. It's just a wall of code. T1 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset) + (entity():forward() * Length),entity():up() * -1) T2 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset) + (entity():forward() * (Length/2)),entity():up() * -1) T3 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset),entity():up() * -1) T4 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset) + (entity():forward() * -(Length/2)),entity():up() * -1) T5 = rangerOffset(Tracelength,entity():pos() + (entity():right() * Offset) + (entity():forward() * -Length),entity():up() * -1) Ta1 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset) + (entity():forward() * Length),entity():up() * -1) Ta2 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset) + (entity():forward() * (Length/2)),entity():up() * -1) Ta3 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset),entity():up() * -1) Ta4 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset) + (entity():forward() * -(Length/2)),entity():up() * -1) Ta5 = rangerOffset(Tracelength,entity():pos() + (entity():right() * -Offset) + (entity():forward() * -Length),entity():up() * -1) A0 = SprocketL:pos() + (entity():up() * -(Sprsize)) A1 = T1:position() + (entity():up() * 1.5) A2 = T2:position()+ (entity():up() * 1.5) A3 = T3:position()+ (entity():up() * 1.5) A4 = T4:position()+ (entity():up() * 1.5) A5 = T5:position()+ (entity():up() * 1.5) A6 = SprocketL:pos() + (entity():forward() * (Sprsize)) A7 = SprocketL:pos() + (entity():up() * (Sprsize*0.9)) A8 = RSprocketL:pos() + (entity():up() * -(RSprsize)) A9 = RSprocketL:pos() + (entity():forward() * (-RSprsize)) A10 = RSprocketL:pos() + (entity():up() * (RSprsize*0.9)) Am = (A10+A7)/2 -TUV Aa0 = SprocketR:pos() + (entity():up() * -(Sprsize)) Aa1 = Ta1:position() + (entity():up() * 1.5) Aa2 = Ta2:position()+ (entity():up() * 1.5) Aa3 = Ta3:position()+ (entity():up() * 1.5) Aa4 = Ta4:position()+ (entity():up() * 1.5) Aa5 = Ta5:position()+ (entity():up() * 1.5) Aa6 = SprocketR:pos() + (entity():forward() * (Sprsize)) Aa7 = SprocketR:pos() + (entity():up() * (Sprsize*0.9)) Aa8 = RSprocketR:pos() + (entity():up() * -(RSprsize)) Aa9 = RSprocketR:pos() + (entity():forward() * (-RSprsize)) Aa10 = RSprocketR:pos() + (entity():up() * (RSprsize*0.9)) Aam = (Aa10+Aa7)/2 -TUV if(first()) { holoCreate(1,(A1+A2)/2,vec(3.6,1.5,0.4),ang(A1-A2),Color) holoCreate(2,(A2+A3)/2,vec(3.6,1.5,0.4),ang(A2-A3),Color) holoCreate(3,(A3+A4)/2,vec(3.6,1.5,0.4),ang(A3-A4),Color) holoCreate(4,(A4+A5)/2,vec(3.6,1.5,0.4),ang(A4-A5),Color) holoCreate(5,(A0+A1)/2,vec(3.6,1.5,0.4),ang(A0-A1),Color) holoCreate(6,(A0+A6)/2,vec(((A0-A6):length())*M,Width,Thickness),((A0-A6):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(7,(A7+A6)/2,vec(((A7-A6):length())*M,Width,Thickness),((A6-A7):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(8,(A5+A8)/2,vec(3.6,1.5,0.4),ang(A5-A8),Color) holoCreate(9,(A8+A9)/2,vec(((A8-A9):length())*M,Width,Thickness),((A8-A9):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(10,(A9+A10)/2,vec(((A9-A10):length())*M,Width,Thickness),((A9-A10):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(11,(Aa1+Aa2)/2,vec(3.6,1.5,0.4),ang(Aa1-Aa2),Color) holoCreate(12,(Aa2+Aa3)/2,vec(3.6,1.5,0.4),ang(Aa2-Aa3),Color) holoCreate(13,(Aa3+Aa4)/2,vec(3.6,1.5,0.4),ang(Aa3-Aa4),Color) holoCreate(14,(Aa4+Aa5)/2,vec(3.6,1.5,0.4),ang(Aa4-Aa5),Color) holoCreate(15,(Aa0+Aa1)/2,vec(3.6,1.5,0.4),ang(Aa0-Aa1),Color) holoCreate(16,(Aa0+Aa6)/2,vec(((Aa0-Aa6):length())*M,Width,Thickness),((Aa0-Aa6):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(17,(Aa7+Aa6)/2,vec(((Aa7-Aa6):length())*M,Width,Thickness),((Aa6-Aa7):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(18,(Aa5+Aa8)/2,vec(3.6,1.5,0.4),ang(Aa5-Aa8),Color) holoCreate(19,(Aa8+Aa9)/2,vec(((Aa8-Aa9):length())*M,Width,Thickness),((Aa8-Aa9):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(20,(Aa9+Aa10)/2,vec(((Aa9-Aa10):length())*M,Width,Thickness),((Aa9-Aa10):toAngle():setRoll(entity():angles():roll())),Color) if(Trackrun ==1) { holoCreate(21,(Am),vec(((Am):length())*M,Width,Thickness),((A10-A7):toAngle():setRoll(entity():angles():roll())),Color) holoCreate(22,(Aam),vec(((Aam):length())*M,Width,Thickness),((Aa10-Aa7):toAngle():setRoll(entity():angles():roll())),Color) holoMaterial(21,Skin) holoMaterial(22,Skin) } holoMaterial(1,Skin) holoMaterial(2,Skin) holoMaterial(3,Skin) holoMaterial(4,Skin) holoMaterial(5,Skin) holoMaterial(6,Skin) holoMaterial(7,Skin) holoMaterial(8,Skin) holoMaterial(9,Skin) holoMaterial(10,Skin) holoMaterial(11,Skin) holoMaterial(12,Skin) holoMaterial(13,Skin) holoMaterial(14,Skin) holoMaterial(15,Skin) holoMaterial(16,Skin) holoMaterial(17,Skin) holoMaterial(18,Skin) holoMaterial(19,Skin) holoMaterial(20,Skin) holoAng(6,(A0-A6):toAngle():setRoll(entity():angles():roll())) holoScale(6,vec(((A0-A6):length())*M,Width,Thickness)) holoAng(7,(A6-A7):toAngle():setRoll(entity():angles():roll()))
So here is what i have since i wiped my Gmod last week... [img]http://i1262.photobucket.com/albums/ii610/LukeOC95/rp_cscdesert_v2-1_propfix0000.jpg[/img] This is my 203mm Howitzer gun carriage, ammo boxes aint integrated into them [img]http://i1262.photobucket.com/albums/ii610/LukeOC95/rp_cscdesert_v2-1_propfix0001.jpg[/img] Back of the carriage, Green variant with bigger wheels to the left [img]http://i1262.photobucket.com/albums/ii610/LukeOC95/gm_excess_island0000.jpg[/img] Some sort of 4x4 armored truck thingy... it uses thrusters cause i dont know how to to acf engines... can someone teach me? :D [img]http://i1262.photobucket.com/albums/ii610/LukeOC95/gm_excess_island0001.jpg[/img] Back of the 4x4 thingy [img]http://i1262.photobucket.com/albums/ii610/LukeOC95/gm_excess_island0008.jpg[/img] Monster truck! :D uses thrusters.... :/ [img]http://i1262.photobucket.com/albums/ii610/LukeOC95/gm_excess_island0007.jpg[/img] Front of the monster truck :D with go cart thingy to the right.
[QUOTE=RedReaper;36575464] and try to lower the lag a bit more[/QUOTE] By setting the variables you use multiple times (right, forward, up, entity) once, you can probably cut your ops in half.
Hey guys, I need a bit of help on this contraption: [url=http://youtu.be/fzoltyJ7Gp0?t=1m23s]Observe this video[/url], watch how the saw blades under the fist open and close so smoothly. He holds a button to extend them, and when he releases it, they fold neatly back into place, without flying wildly about. I've been trying to figure out how the hell he made it so smooth. Keep in mind this is completely vanilla GMod. I'm thinking that it was one of the kinks in the physics engine that he exploited that no longer applies, because the trick with "weld the chassis to a wheel" to make the thing turn no longer applies. [editline]1st July 2012[/editline] Nevermind, solved it. [t]http://cloud.steampowered.com/ugc/577834485016033434/E597461F266375AF21C2C9FD0920F9A99F33E200/[/t] Red is rope, Black is elastic, blue cans are thrusters. Red ropes on blades keep it from opening too far, red ropes on blunt black "handles" keep it from closing too far, black elastics snap it to original position, slight wheel friction prevents it from flying around when closing and while not in use.
Classic Benz. I'll hand out a wrench to whoever can spot the model / series. [t]http://farm9.staticflickr.com/8147/7482366012_8a3b829cd3_b.jpg[/t]
Early 80s TooManyProps-Class
Sorry, you need to Log In to post a reply to this thread.