• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
Looking into the compatibility bug. For now, remove and re-apply the makespherical effect (reload then left click) on the props, just make sure to paste your contraptions frozen. [QUOTE=Amplar;36603599]now make lua cylinders for gm13[/QUOTE] Unfortunately there's no physicsinit for cylinders, so I can't do that unless a) It exists in havok and b) garry adds it. [editline]3rd July 2012[/editline] Found the cause of the problem, with dupes using the old format, it applies BEFORE the constraints ( aka fucks things up ), but dupes using the new format work fine. I have no idea what's causing this aaaaaa [editline]3rd July 2012[/editline] Kay fixed, legacy dupes should work fine now.
[QUOTE=Azur;36603752]Looking into the compatibility bug. For now, remove and re-apply the makespherical effect (reload then left click) on the props, just make sure to paste your contraptions frozen. Unfortunately there's no physicsinit for cylinders, so I can't do that unless a) It exists in havok and b) [b]garry adds it.[/b] [/QUOTE] You could try and make a request thread in the GM13 section, garry has added quite a bit of stuff like that already.
[QUOTE=Jackpody;36604337]You could try and make a request thread in the GM13 section, garry has added quite a bit of stuff like that already.[/QUOTE] That's the thing though, it'd need to be in the engine already as Garry doesn't have access to the havok source as far as I know.
[QUOTE=Azur;36604437]That's the thing though, it'd need to be in the engine already as Garry doesn't have access to the havok source as far as I know.[/QUOTE] Argh, I can't remember but wasn't garry actually able to get into Havok? He talked about it a while ago, I can't really remember. Worth asking in the update 22 thread, I guess. MakeCylinder would be absolutely badarse and would possibly solve all the silly problems that come up when using MakeSpherical.
why not talk to the guys doing the vphysics replacement? I believe they're bypassing havok entirely with their own physics module, garry said it'd ship with gm13.
I don't really get the point of MakeCylinder, other than that it would have to be 100% level with the ground to actually give any grip at all, and that's where MakeSpherical has the advantage where it gives 100% of it's possible grip at all times. however, the hitbox would be better in terms of allowing it to fit into more narrow spaces.
[url]http://www.facepunch.com/showthread.php?t=1178143&p=36133914&viewfull=1#post36133914[/url] [editline]3rd July 2012[/editline] how would cylidner have less grip? spheres are balls, meaning they have a very tiny contact surface. a cylinder would have a ton more contact surface.
[QUOTE=Amplar;36605148] how would cylidner have less grip? spheres are balls, meaning they have a very tiny contact surface. a cylinder would have a ton more contact surface.[/QUOTE] Conditionally, if the wheel is 100% in contact with the ground then yes, it has more grip. Implying that the wheel is not 100% in contact with the ground then it gets even less grip than the spherical ones... [QUOTE=Amplar;36605148][url]http://www.facepunch.com/showthread.php?t=1178143&p=36133914&viewfull=1#post36133914[/url][/QUOTE] What may I ask is the point of this VPhysics anyway? does it make the game more realistic? It looks like everything is bouncing in all maner of strange directions.
That's because it's still being worked on. Havoc physics were never meant for use in a sandbox game, therefore it makes shit unstable and causes all sorts of gayness we have problems with. Replacing it with something designed for this job would help us greatly. For instance, how about the lack of need for parenting?
The contact patch on MakeSpherical wheels is an infinitesimally small point on the surface of the sphere. On a cylinder, the contact patch [i]at its worst[/i] would be an infinitesimally small point on the edge of the cylinder. From there, cylinder get a larger contact patch, and is better than spheres.
It would be the case if Source physics were handled in any way like real physics are. A point is as good as a plane with respect to how source handles objects colliding with the world. The mechanics only change if they rotate, and a cylinder, for all intents and purposes within the source engine, rotates like the sphere when rolling in the "appropriate" direction.
But still, a cylinder would be an upgrade from a sphere, yes?
[QUOTE=Azur;36601015]I updated my MakeSpherical tool guys! [B]Changelog:[/B] +Reduced max. radius to 200 ( You really don't need anything bigger ) +Physgun no longer messes up when the spherical collisions are removed +Radius can be reset correctly with leftclick +[B]Constraints are now preserved [/B]( :D ) +[B][I]Works on wheels[/I][/B] +[B][I][U]Works on wire wheels[/U][/I][/B] +Mass is no longer reset +Fixed old dupe incompatibilities [B]Download:[/B] [url=http://www.garrysmod.org/downloads/?a=view&id=131010]Garry's Mod.org - MakeSpherical 2.1[/url] OR Use SVN/GIT and checkout [URL]https://github.com/Falcqn/makespherical.git/trunk/[/URL][/QUOTE] I'll get the tissues....
This happens by clicking a prop, or other physics entity [@weapons\gmod_tool\stools\makespherical.lua:179] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type) :(
Make sure you have the latest version (GIT/SVN), line 179 in my local copy doesn't have anything to do with physics objects.
biplane with twin radials does about 60mph gmod speed with fin propellers [img]https://dl.dropbox.com/u/12150594/Garrysmod/freespace06_v2-10013.jpg[/img] [img]https://dl.dropbox.com/u/12150594/Garrysmod/freespace06_v2-10014.jpg[/img]
have to say it's a little screwed up looking
i had to redo the fuselage, but at least the cockpit looks nice!!
baltophoenix planes are usually great in function, not so much in form. you guys should work on that
i did this one myself though
Hey phoenix, coop on that 101? So far, appearance wise, I thought the DH-88 was pretty perfect. Other than that, yeah. I'm pretty pleased with the way most my planes look, but I've noticed they're getting a little repetitive. (You'll notice that the Akela, Declination, and Bagheera have almost exactly the same canopy, I've rather come to like that style.) My favorites always wind up being the ones that break the usual pattern (Marlin, DH-88, Corsair, etc, with the exception of the Declination which I also love). In other news, I made J-series-ish biplane that came out pretty nicely, but it torques awfully hard with the Phoenix High Aspect Ratio prop
nah not in the mood for a coop
An aiming/cam E2 for anyone who still doesn't have one. The pod can oriented at any angle and should be able to work fine so you can place it in the hull. It also allows for much lighter turret bases (1/5 to 1/10 of the gun weight) without any significant wobbling (just don't complain when the turret base dies). [code] @name Gun Aiming Chip w/ Cam Controller - poheniks/phoenix @inputs Active Driver:entity Object:entity @outputs [WorldVector]:vector @outputs [Angle]:angle [Position]:vector @persist RD:ranger [Target Current]:quaternion [DAng]:angle [GunLength] runOnTick(1) #---------------------------------------------- #---------------------------------------------- ##Default is 180. Increase if the crosshair is inside the gun GunLength=180 ##This chip uses a cam controller & advanced hud indicator #[ the settings for the adv hud indicator are: Show in HUD - unchecked World Coordinates - checked Vector Inputs - checked Pixels ]# ##To Wire: #[ for the E2: Inputs: Active and Driver:entity to the pod controller Object to an ACF gun or entity marker for the cam controller: Inputs: Activated to any desired key on the Pod Controller Angle:angle to E2's Angle:angle Position:vector to E2's Position:vector for the adv hud indicator: Inputs: WorldPosition:vector to E2's WorldVector:vector ]# ##Don't forget to link all components to the actual pod! #---------------------------------------------- ## Don't bother with the stuff down below unless you know what to do #---------------------------------------------- WorldVector = (RD:pos()) RD = rangerOffset(100000,Object:pos()+Object:forward()*GunLength,Object:forward()) Angle = Object:angles() Position = Object:pos() + Object:up()*100 + Object:forward()*-215 DAng = Driver:toLocal(Driver:driver():eyeAngles() * ang(1,1,1)) Target = quat(angnorm(ang(DAng:pitch(),DAng:yaw(),DAng:roll()))) * quat(ang(0,0,0)) Current = quat(Object) if(Active) { Object:applyTorque(Object:inertia() * 16 *((Object:toLocal(Object:pos()+rotationVector(Target/Current)))*15-Object:angVelVector())) } [/code]
[QUOTE=ShadowPhoeni;36610129]biplane with twin radials does about 60mph gmod speed with fin propellers [img]https://dl.dropbox.com/u/12150594/Garrysmod/freespace06_v2-10014.jpg[/img][/QUOTE] You should move the wings forward.
Or shorten the front greatly. Like to the 1/3 of its current length.
Hydraulic Chrysler A57 anyone? Laggy as hell but it works [IMG]http://i.imgur.com/mQhkS.jpg[/IMG] Only supposed to be inspired by the A57, not an actual remake. Oh shit, Pageking
[QUOTE=ShadowPhoeni;36616219]An aiming/cam E2 for anyone who still doesn't have one. The pod can oriented at any angle and should be able to work fine so you can place it in the hull. It also allows for much lighter turret bases (1/5 to 1/10 of the gun weight) without any significant wobbling (just don't complain when the turret base dies). [code] @name Gun Aiming Chip w/ Cam Controller - poheniks/phoenix @inputs Active Driver:entity Object:entity @outputs [WorldVector]:vector @outputs [Angle]:angle [Position]:vector @persist RD:ranger [Target Current]:quaternion [DAng]:angle [GunLength] runOnTick(1) #---------------------------------------------- #---------------------------------------------- ##Default is 180. Increase if the crosshair is inside the gun GunLength=180 ##This chip uses a cam controller & advanced hud indicator #[ the settings for the adv hud indicator are: Show in HUD - unchecked World Coordinates - checked Vector Inputs - checked Pixels ]# ##To Wire: #[ for the E2: Inputs: Active and Driver:entity to the pod controller Object to an ACF gun or entity marker for the cam controller: Inputs: Activated to any desired key on the Pod Controller Angle:angle to E2's Angle:angle Position:vector to E2's Position:vector for the adv hud indicator: Inputs: WorldPosition:vector to E2's WorldVector:vector ]# ##Don't forget to link all components to the actual pod! #---------------------------------------------- ## Don't bother with the stuff down below unless you know what to do #---------------------------------------------- WorldVector = (RD:pos()) RD = rangerOffset(100000,Object:pos()+Object:forward()*GunLength,Object:forward()) Angle = Object:angles() Position = Object:pos() + Object:up()*100 + Object:forward()*-215 DAng = Driver:toLocal(Driver:driver():eyeAngles() * ang(1,1,1)) Target = quat(angnorm(ang(DAng:pitch(),DAng:yaw(),DAng:roll()))) * quat(ang(0,0,0)) Current = quat(Object) if(Active) { Object:applyTorque(Object:inertia() * 16 *((Object:toLocal(Object:pos()+rotationVector(Target/Current)))*15-Object:angVelVector())) } [/code][/QUOTE] cam controlllEEERRRARRGGH
10kg turrets everywhere
i have a chip that does this, but the input lag is a huge deterrent. when the server gets laggy, you can't be precise anymore. I heard someone speak of a clientside camera control mod, is this true?
Wenli had one, I can never catch him online to ask him to release it. Used the calcview hook to create a third person camera. Had angle/pos outputs for rangers and stuff. I've tried making my own too, I have the camera done, just no clue how to get it into a wire-able entity. My code, if someone wants to have a go at it. [lua] local calc_enable = CreateConVar( "calcview_enabled", "0", { FCVAR_ARCHIVE, } ) local Active = false local Distance = 200 local Origin = Vector(0,0,50) hook.Add("CalcView", "thirdPerson", function(ply, pos, angles, fov) if ply:InVehicle() and calc_enable:GetBool() then Active = true local Vehicle = ply:GetVehicle() local Axis = Vehicle:WorldToLocal(ply:GetAimVector() + Vehicle:GetPos()) local view = {} view.origin = Vehicle:LocalToWorld(Origin) - Axis*Distance view.angles = Axis:Angle() view.fov = fov return view else Active = false end end) hook.Add("ShouldDrawLocalPlayer", "ShouldDrawLocalPlayer", function(ply) return Active end) [/lua] Then again, once starfall has this library, the wire entity will be pointless. Meantime, one way to get around most of the lag from cam controller is to not set the dir/angle/pos every tick, and instead parent it to a hologram, and angle that instead. Still has a "weird" feeling though, the clientside cam is much better. [code] #@name Less Laggy Camera @inputs [Cam Pod]:wirelink Base:entity @outputs CAim:vector @persist Distance Lock Smooth Origin:vector [Parent Chair]:entity if (tickClk()) { Driver = Chair:driver() CEye = Chair:toLocalAxis(Driver:eye()) CAim = rangerOffset(50000, Parent:pos(), CEye):position() holoPos(0, Base:toWorld(Origin)) holoAng(0, slerp(quat(Parent), quat(CEye:toAngle()), Smooth):toAngle() ) Cam["Activated", number] = Driver:isValid() Lock = round(rangerOffset(Parent:pos(), Parent:toWorld(vec(-Distance,0,0))):distance(), 1) if (changed(Lock)) { Cam["Position", vector] = Parent:toWorld(vec(-Lock + 50,0,0)) } } elseif (first()) { #-Settings Distance = Lock = 200 #Distance behind origin Origin = vec(0,0,50) #Origin(vector local to the base entity) Smooth = 0.1 #Camera smoothing, 0.01-1 value #--------- Chair = Pod["Entity", entity] Parent = holoCreate(0, Base:toWorld(Origin), vec(), ang()) Cam["Parent", entity] = Parent Cam["Position", vector] = Parent:toWorld(vec(-Distance,0,0)) Cam["Angle", angle] = Parent:angles() rangerHitEntities(0), rangerPersist(1), runOnTick(1) } [/code]
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