Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
[QUOTE=Amplar;36645442]words[/QUOTE]
It's easier to put the driver in the turret on larger things. The issues I have is either you get horizon lock (an unstabilized gun is a bitch to mouse-aim without campod) or the seat twists all gay.
I started using cam control for the challenge. It does decrease the speed you can search and aim at, though you can zoom further. Trades one type of visibility for the other. And I still put ammo in the turret. Putting shit in the hull is never as good armor-wise as putting shit in the turret.
Let's add some scripted/weightpenalty automatic gearbox and missiles and fix those damn overrun clutches and maybe some more engines or a crossdrive transmission or some seat models that actually fit cars and tanks first. Make the periscopes small, maybe even just make em optional but have some sort of advantage like zoom or some way of goign "buttoned up vs unbuttoned up". The idea sounds good but execution seems to be a challenge.
For something that size, incredible driving!! What the fuck.
[QUOTE=RedReaper;36649351]It's easier to put the driver in the turret on larger things. The issues I have is either you get horizon lock (an unstabilized gun is a bitch to mouse-aim without campod) or the seat twists all gay.
I started using cam control for the challenge. It does decrease the speed you can search and aim at, though you can zoom further. Trades one type of visibility for the other. And I still put ammo in the turret. Putting shit in the hull is never as good armor-wise as putting shit in the turret.
Let's add some scripted/weightpenalty automatic gearbox and missiles and fix those damn overrun clutches and maybe some more engines or a crossdrive transmission or some seat models that actually fit cars and tanks first. Make the periscopes small, maybe even just make em optional but have some sort of advantage like zoom or some way of goign "buttoned up vs unbuttoned up". The idea sounds good but execution seems to be a challenge.[/QUOTE]
seats need a redoing, i know. viewports wouldn't be required, they'd just be for those who want to submerge the pod in the tank and not have your face stick out like mine
What about static com controllers?
[img]https://dl.dropbox.com/u/61950362/gm_buttes0062.jpg[/img]
F-101 Voodoo Stuff and things
[editline].[/editline]
Oshit pageking. Oh well, there have been worse. :v:
[QUOTE=Calamity;36650781][video=youtube;tW7y2WK9fRI]http://www.youtube.com/watch?v=tW7y2WK9fRI[/video]
Boredom. lol[/QUOTE]
Best Gmod engine sound I have ever heard.
crew based mech. still got a lot of work to do inside and out
[IMG]https://dl.dropbox.com/u/12150594/Garrysmod/gm_bigcity0024.jpg[/IMG]
[IMG]https://dl.dropbox.com/u/12150594/Garrysmod/gm_bigcity0029.jpg[/IMG]
[editline]7th July 2012[/editline]
logs, beer, and a gramophone
[img_thumb]https://dl.dropbox.com/u/12150594/Garrysmod/freespace06_v2-10030.jpg[/img_thumb]
[img_thumb]https://dl.dropbox.com/u/12150594/Garrysmod/freespace06_v2-10031.jpg[/img_thumb]
A cool picture, so I thought why not?
I was playing around with all kinds of settings, result.
[img]http://i1077.photobucket.com/albums/w479/neolite112/gm_drivingmap_mk1-95_beta0091.jpg[/img]
Edit: Skeligan rating me dumb all the time, you mad?
Finished the body and interior of my PanzerKampfWagon VIII Maus.
First tank I've done in five years, and those were horrible excuses of tanks, so this was a good learning experience.
[IMG]http://i.imgur.com/sz7Tc.jpg[/IMG]
[IMG]http://i.imgur.com/lcOpB.jpg[/IMG]
I could have done it cleaner, but I'm happy with it as it is working right now. I really just want to get a turret on it and working and move onto another project.
I'm thinking... Char 2C and TOG 2? I also REALLY want to build the P1000 Ratte and the P1500 monster though.
that's huge.
Looks like you're about to slip a track.
[QUOTE=Psygo;36662302]that's huge.[/QUOTE]
Well... It's to scale width and length. Height... I think it may be a bit too tall. The original was huge as hell though.
[QUOTE=RedReaper;36662356]Looks like you're about to slip a track.[/QUOTE]
Slip a track?
I know the tracks are pretty bad, I looked at how you guys make them look like 3 hours after I finished making them, my future ones will not look like that I hope.
[editline]7th July 2012[/editline]
Lemme edit this footage of it driving and the "Crush" mode.
[editline]7th July 2012[/editline]
She's uploading.
[editline]7th July 2012[/editline]
Automerge I have missed you so much!
[video=youtube;STO_acoewsE]http://www.youtube.com/watch?v=STO_acoewsE[/video]
The normal speed of the tank is limited to 13 mph like the original. The turning is crazy though, but it was never designed to be used in ACF, so why not?
The "!crush" mode raises the speed limit to 30mph for 30 seconds, allowing you some time to drive clean over people or ram stuff while you listen to some guy yelling "Run for your life" and some music for some action.
in the first pic it looks like your tread dangled like a foot below the sprocket. Makes the tracks fall off due to tension issues.
also crush mode wtf why
Ah, I didn't know that. Though, on the maus, I don't think they'd fully fall off, but would be pretty damn unstable.
The build wasn't supposed to be entirely serious for combat purposes, I put the feature in for some fun when driving it around or using it on servers.
It won't be a feature in future tanks I think.
[video=youtube;DaBY2-G9i2c]http://www.youtube.com/watch?v=DaBY2-G9i2c&feature=youtu.be[/video]
A comparison between the old and the new track chips. One uses traces and one uses vectors and some additional optimization, making it much easier to set up (like 2-3 variables for scaling) and less laggy.
I've only had a noticeable lag spike on one individual server, and that server, anything E2 I spawn has bizarre amounts of lag. A few weeks ago a floating plate E2 almost crashed it, despite running ~20 ops and one trace/2 applyforce/1applyangforce and minimal mathematical computation. It also could be accounted to the fact that I was going 80mph in a tracked vehicle with four roadhweels and a total holo control setup.
[code]@name Red's Track System - v2d: red has no life
@inputs [La Ra]:wirelink
@outputs [Aa0 Aa1 Aa2 Aa3 Aa4 Aa5 Aa6 Aa7 Aa8 Aa9 Aa10 Aa11 Aa12]:vector
@persist [SprocketL SprocketR RSprocketL RSprocketR R1 R2 R3 R4 R5 L1 L2 L3 L4 L5]:entity F Wheelnumber Trackrun M AMod:angle Skin:string Sprsize Roadwheelsize Thickness Width RSprsize [Pos Up Right Fore RRPos LRPos LPos RPos]:vector Uhm Wheelmod Sprocketmod RSprocketmod Stretchmod Off
@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.]
#much easier than the old one. This adds "tracks on" and "tracks off" chat commands to disable the tracks
#It was made by redreaper. That's me. I'll probably put together a vid on how to set it up but it's nto hard.
#GunslingerP Karbine and shadowscion did help, Gunslinger betatesting, karbine and slinger both suggesting features, shadow helping with code optimization and math shit
#current issues will be resolved iwth subsequent releases.
#to use this, parent it upright, facing forward, to your vehicle. Make sure the chip loads upright and not at an angle (that'll twist treads up)
#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
#Scaling of the wheels is now done different, you're only going to fine tune htem, it'll start them at boundingbox size
#Some basic variables - These variables are 99% of the time all you need to tweak.
Wheelnumber = 4 #How many roadwheels you have. NOTE: ONLY QUANTITIES OF 4 AND 5 ARE WORKING
Sprmod = 3 #Fine-tune the size of the front sprocket
RSprmod = 5 #Fine-tune the size of the rear sprocket
Width = 1.7 #Width of the track's contact patch
Thickness = 0.3 #The thickness of the actual track. Keep it between 0.1 and 0.3, usually 0.2 is enough.
Trackrun = 1 #Do tracks run along the top? saves 4 holos. turn off trackrun if you have side skirts
Skinnum = 3 #Number to designate which skin to use
Roadwheelmod = 3 #Fine-tune the size of roadwheels
Wheelmod = 0 #Modifier of width for the roadwheels
Sprocketmod = 0 #Modifier of width for the front drive sprockets
RSprocketmod = 0 #Modifier of width for the rear drive sprockets
Stretch = 7 #Modifier of length for the first and last roadwheels, to look smoother
Color = vec(200,200,200) #Color the treads
#These should not need altering.
M = 0.09 #should be able to ignore this, scaling for track connection
Uhm = Thickness*12 #trackrun above ground
TUV = vec(0,0,(Thickness*1.5)) #Thickness up multiplier.
AMod = ang(0,0,0) #Modifier for angles, do not use at this time
if(Skinnum == 1) {Skin = "phoenix_storms/middle"} #A good solid jointed texture for ww2 and modern tanks
if(Skinnum == 2) {Skin = "phoenix_storms/metalset_1-2"} #A metallic texture, for early ww2 and ww1 tanks
if(Skinnum == 3) {Skin = "phoenix_storms/FuturisticTrackRamp_1-2"} #Another metallic texture, for early ww2 and ww1 tanks
if(Skinnum == 4) {Skin = "models/XQM/Rails/gumball_1"} #Rubber banded track skin, use dark colors.
if(Skinnum == 5) {Skin = "phoenix_storms/car_tire"} #A car tire skin some people like. Ugly as sin.
if(Skinnum == 6) {Skin = "models/weapons/w_stunbaton/stunbaton"} #A weird scifi looking texture.
if(Skinnum == 7) {Skin = "hunter/myplastic"} #Default phx nomat skin, boxy but passable
if(Skinnum == 8) {Skin = "phoenix_storms/lag_sign"} #For entertainment only
#Deconstruct those wire links
#for now use the bottom one if you have four roadwheels. It's a quick fix. no more.
if(Wheelnumber ==5)
{
#LEFT
SprocketL = La:entity("Entity1")
L1 = La:entity("Entity2")
L2 = La:entity("Entity3")
L3 = La:entity("Entity4")
L4 = La:entity("Entity5")
L5 = La:entity("Entity6")
RSprocketL = La:entity("Entity7")
#RIGHT
SprocketR = Ra:entity("Entity1")
R1 = Ra:entity("Entity2")
R2 = Ra:entity("Entity3")
R3 = Ra:entity("Entity4")
R4 = Ra:entity("Entity5")
R5 = Ra:entity("Entity6")
RSprocketR = Ra:entity("Entity7")
}
if(Wheelnumber ==4)
{
#LEFT
SprocketL = La:entity("Entity1")
L1 = La:entity("Entity2")
L2 = La:entity("Entity3")
L3 = L2
L4 = La:entity("Entity4")
L5 = La:entity("Entity5")
RSprocketL = La:entity("Entity6")
#RIGHT
SprocketR = Ra:entity("Entity1")
R1 = Ra:entity("Entity2")
R2 = Ra:entity("Entity3")
R3 = R2
R4 = Ra:entity("Entity4")
R5 = Ra:entity("Entity5")
RSprocketR = Ra:entity("Entity6")
}
Roadwheelsize = (R3:boxSize():x() /2) + Roadwheelmod #Determines actual wheel size
Sprsize = (SprocketL:boxSize():x()/2) + Sprmod #Determines actual sprocket size
RSprsize = (RSprocketL:boxSize():x()/2) + RSprmod #Determines actual rear sprocekt size
Stretchmod = ((Roadwheelsize)/-1.75) + Stretch
}
#Everything below here you can pretty much ignore. It's just a wall of code.
if(Off == 0)
{
#some shit shadowscion suggested, i don't notice that much of a difference but it seems to be decent.
Pos = entity():massCenter()
Up = entity():up()
Right = entity():right()
Fore = entity():forward()
LPos = SprocketL:massCenter() + (Right*-Sprocketmod)
RPos = SprocketR:massCenter() + (Right*Sprocketmod)
LRPos = RSprocketL:massCenter() + (Right*-RSprocketmod)
RRPos = RSprocketR:massCenter() + (Right*RSprocketmod)
Down = -Up #why did I add this?
A0 = RPos + (Up * -(Sprsize))
A1 = R1:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) + (Fore*-Stretchmod)
A2 = R2:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod)
A3 = R3:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod)
A4 = R4:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod)
A5 = R5:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*Wheelmod) + (Fore*Stretchmod)
A6 = RPos + (Fore * (Sprsize*0.7)) + (Up*-(Sprsize*0.5))
A7 = RPos + (Fore * (Sprsize*0.8)) + (Up*(Sprsize*0.4))
A8 = RRPos + (Up * -(RSprsize))
A9 = RRPos + (Fore * (RSprsize*-0.7)) + (Up*-(RSprsize*0.5))
A10 = RRPos + (Fore*(RSprsize*-0.75)) + (Up*RSprsize*0.5)
A11 = RPos + (Fore*(Sprsize*0.1)) + (Up*(Sprsize*0.8))
A12 = RRPos + (Fore * (RSprsize*-0.1)) + (Up*(Sprsize*1))
Am = ((A12+A11)/2 -TUV)
Aa0 = LPos + (Up * -(Sprsize))
Aa1 = L1:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) + (Fore*-Stretchmod)
Aa2 = L2:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod)
Aa3 = L3:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod)
Aa4 = L4:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod)
Aa5 = L5:massCenter() - (Up*Roadwheelsize) + (Up * Uhm) + (Right*-Wheelmod) + (Fore*Stretchmod)
Aa6 = LPos + (Fore * (Sprsize*0.7)) + (Up*-(Sprsize*0.5))
Aa7 = LPos + (Fore * (Sprsize*0.8)) + (
euro how the fuck is that a maus
A lot more readable now red, nice.
You do a lot of the same thing for each entity though, you could probably make user functions to make it neater and more condensed(if you care about that). For example you could turn the arctan lines for each entity into 1 line down from 3. You could also throw the scaling and positioning in there, if its done the same way for every holo.
[code]
if (first()) {
E = entity()
AMod = ang()
function atn(Index, V1:vector, V2:vector) {
VAxis = E:toLocalAxis(V1 - V2)
holoAng(Index, E:toWorld(AMod + ang(atan(-VAxis[3], VAxis[1]), 0, 0)))
}
}
atn(1, A1, A2)
atn(2, A2, A3)
atn(3, A3, A4)
atn(4, A4, A5)
#Takes atn(Hologram Index, First Vector, Second Vector), gets the arctan and angles the hologram for you.
[/code]
thanks. I'll give it a shot sometime soon, when I get the chance. I know there's probably a few places I could make it shorter or easier to read. Trying to keep the lag to a minimum, all that good stuff.
[QUOTE=Amplar;36665039]euro how the fuck is that a maus[/QUOTE]
I'll take a picture comparison tomorrow, but I spent a lot of time getting the shapes on the body made, they're not too clean at the edges as perfect but the hull shape is actually pretty much exact in shape, length and width, though I have admitted I did not pay attention to the height.
Aside from the tracks being awful due to lacking dual layer wheels and being too loose and the height issue, I had sone trouble with the back end barrel and it's now huge.
The overral shape is made to design though, looking the tank side on from a 2d perspective the sides are the same shape and the angles of the plating connecting together and such can also be seen as they are on the maus.
It looks horribly unlike the maus without the turret though, but I think once that's on it will be quite obviously the maus because as it stands tank chassis on their own are not always easy to link to the actual tank when looking at them.
I'll strap a turret on tomorrow I hope and see what you think
[QUOTE=eurocracy;36661799]tnak[/QUOTE]
Definitely tall. We'll see how it looks when you get the turret up there.
[editline]7th July 2012[/editline]
[QUOTE=Amplar;36665039]euro how the fuck is that a maus[/QUOTE]
If you put it side-by-side to a pic of the Maus, it looks just about right. He doesn't have the turret finished, if that's what's throwing you off. I know I didn't catch it right away, either.
[QUOTE=eurocracy;36661799]Finished the body and interior of my PanzerKampfWagon VIII Maus.
First tank I've done in five years, and those were horrible excuses of tanks, so this was a good learning experience.
[IMG]http://i.imgur.com/sz7Tc.jpg[/IMG]
[IMG]http://i.imgur.com/lcOpB.jpg[/IMG]
I could have done it cleaner, but I'm happy with it as it is working right now. I really just want to get a turret on it and working and move onto another project.
I'm thinking... Char 2C and TOG 2? I also REALLY want to build the P1000 Ratte and the P1500 monster though.[/QUOTE]
[img]http://gunpoint-3d.com/images/artwork/aw-Maus.jpg[/img]
No.
Proportions are off, but the shape is there. Better than my first tank, at least.
It's too tall... Damn.
I'm going to update the tracks so they look proper when I mount that turret,, if they don't look as round and ugly as they do now it should help the look.
sink it on the tracks a bit, should look fine
I think Red drunk-rated again.
No rainbow for you! I'm not drunk [SUB]yet[/SUB].
Also track chip is updated (look above). Now it's got smoother ends (uses four more total holos), can support 4 roadwheels, and a scaling system tweak that should, in [I]theory[/I], make it much easier to scale to a contraption.
[QUOTE=BBOOBBYY!;36646243]World of Tanks: Gmod Edition
Also, add several armor kinds to the ACF, like ERA plating and whatnot.
(that's what one idiot on our server keeps yelling about )[/QUOTE]
[QUOTE=Frankess;36646441]Yeah... I agree somewhat with that "idiot". That would be awesome if we had different types of protecting materials. Like Physical Properties Tool, you chose what fits you mostly and you put on your tank. Different material = different armour to weight ratio.[/QUOTE]
That's the exact idea I've had for implementing different armor materials into ACF. I brought it up once, but it didn't really get through.
Even though I have the track chip working, I've decided to only use it on types of vehicles which would truly benefit, where it would be realistic and proper.
[video=youtube;HXBk_DdTi_M]http://www.youtube.com/watch?v=HXBk_DdTi_M&feature=youtu.be[/video]
Ghost did a lot of the paint job and some detail work. I did the chassis, E2s, and frame.