• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
it will RSO like fuckall.
how the fuck is that 495 props my god
[QUOTE=eurocracy;36783344]Update, tank now has two sides and the beginning of a body. [img]http://i.imgur.com/6ZGZD.jpg[/img] I'm feeling rather good about this project.[/QUOTE] Do a thorough search between general construction and useful and explosive. I bet you can build that for about half the props.
[QUOTE=Balto-the-Wolf-Dog;36793819]Do a thorough search between general construction and useful and explosive. I bet you can build that for about half the props.[/QUOTE] The ratte has six individual tracks. Each with mechanisms built into them for running it. That's three times the amount of wheels, axles etc that you would need on a normal tank. Not only that, but it's huge and the amount of wheels, axles and suspension details needed to fill it in like I did really used a lot of props. The bodywork uses rather minimal amounts of props in comparison to those tracks and I have used the largest props possible everywhere possible for the bodywork to ensure that it keeps the rest of the prop limit down. In fact, the bodywork uses the x32 props from useful and explosive, which are pretty much the biggest things out there. You could do it for less props, but I didn't want the huge ass tracks you're going to see full on when standing next to the tank looking rather cheap and quickly done. That's why they took so long and used so many props. These are the two sides of a huge tank. They should make up 2/3 of the tank when it comes to bodywork. In all honesty, it was never going to be a low prop contraption, there is already a P1000 ratte on garrymod.org that uses far far less props than this and I wasn't going for that. [sp]I even said to my friend Derak who will be helping with the interior even before I started work on it that server will have to ban their admins from spawning it when it's released, because it will be damn laggy when not in it's standard freeze-latch configuration when it is still.[/sp]
pretty sure that jeepseat isn't acf-legal. Fuck pageking. [IMG]http://img16.imageshack.us/img16/7955/gmbuttes0002.jpg[/IMG] RAC m76 mk II. Upgraded my 20 ton with some new tech. Protection has been increased by over 50% over the turret and 25% on the hull front, with a weight cost of just 1 ton, with minimal changes to the preexisting armor and no structural changes except the deletion of previous machine-gun mounts; it also has improved gunsights. Now has a better MG.
Not sure if this has been asked already but, what prop limits do you guys set for your tanks? Just wondering because the picture I posted earlier is now 50 props.
IMO, if you go above 200~ props on [i]anything[/i], you should be 3D modelling instead. I think a huge part of being good at building is prop management, doing more with less. With enough props you can make anything look good; I am not particularly impressed with detailed cars made of 400+ props, but that's just me.
Alright thanks, I'm trying to make it detailed whilst keeping lag to a minimum, would parenting allow me to add as many props to a certain part of the tank without causing lag? or is there another lag-reduction technique besides a low prop count?
My F-101 Voodoo is somewhere around 220, but thats the most I've ever spent on a contraption I use frequently. Only completed aircraft with more was the DH-88 comet with 331, but I don't use it all that often because its an RSO beast. My average is between 125 and 150. [QUOTE=Kebab;36797847]Alright thanks, I'm trying to make it detailed whilst keeping lag to a minimum, would parenting allow me to add as many props to a certain part of the tank without causing lag? or is there another lag-reduction technique besides a low prop count?[/QUOTE] Parenting, if you do it right, parents the visual model of the child (target) props to the parent prop while leaving their physical models alone. Upon unfreeze, the physical models fall to the ground and go to "sleep", a state in which source ignores physical computation on props that are not being interacted with. As a result, parenting results in essentially no constraint lag and very little to no prop physics lag, and visual models impact only FPS and not the server. In order to achieve this state though, the parented props must be nocollide all'd and parented to a wire chip that is wirelib parented (parent and nocollide checked but not weld, in the wire chip context menu) to the physical base of the contraption. Ultimately lag is generated by how many physical bone or wheel props your contraption has. My usual ACF plane ranges at about 500-600 ins because it consists of 3 main surfaces + the fuselage + 4 control surfaces + 2 landing gear, which comes out to nine physical props or as many as fourteen-fifteen depending on whether or not there is a fin propeller used and whether or not the aircraft is an H-tail, etc. Meanwhile the F-101, which has ~twice the props of my usual planes, has only: 4 physical bones, two welds, and three axies. (One weld between main wing and fuselage, one weld between the vertical stabilizer and the fuselage, an axis between each of the two ailerons and the main wing, and an axis between the Elevator and the fuselage. As a result, it averages 100-125 ins, roughly 20% that of the average tank
Huh, I always had my wire parent chips just welded to whatever base prop.
Me too. Is there any proof that parented chip is better than welded?
[QUOTE=unrezt;36797564]IMO, if you go above 200~ props on [i]anything[/i], you should be 3D modelling instead. I think a huge part of being good at building is prop management, doing more with less. With enough props you can make anything look good; I am not particularly impressed with detailed cars made of 400+ props, but that's just me.[/QUOTE] I have to be brutally honest here, but the shit depends on how the props are used if the count is above 250. I have a Benz 220D in GMod somewhere which is roughly 550 props but looks like something at around 250 because [i]the props were used for doing curvature[/i]. Then you can have a car that looks fine at 200 props but has 150 detail props, which makes it look a lot better than using them for the actual design. IMO, it all just depends on how you use the props. Like I've been working on that MB 600 for a while and it's nearing 550 props and yet has no interior or roof. That's because the car was focused on getting all the proportions right, which is hard if you don't use a lot of props. Mainly because PHX is fucking horribly designed for building smaller stuff (LIKE HAVING WHEELS THAT ARE LESS THAN SIZE 30). oh and it also depends on if you want to use the car in multiplayer or not. Don't bring a car which is 250+ props into mp before gm13 please. [editline]gg[/editline] And it also depends on what you are building. For a tank, which is mainly consisting of sharp edges, you don't need all too many props. But for a classic car designed in the 60's, you're going to need fucktons more than 200. At least when getting the proportions right.
And can you imagine how bad the Ratte would look if finished with just 200 props Larger contraptions = larger surface for details
more effective use of props
I tend to build forts, hoverboard ramps and stuff like that I like tanks but I prefer the simpler things in Gmod Want me to dump a load of images of my contraptions I've tinkered with over the years? bit of nostalgia I guess
[QUOTE=Frankess;36799991]Me too. Is there any proof that parented chip is better than welded?[/QUOTE] I would also like to know this. If there's a tangible benefit to using parent/no-collide over weld I'll be changing how I do things.
[QUOTE=BLAKNITE12;36803473]I would also like to know this. If there's a tangible benefit to using parent/no-collide over weld I'll be changing how I do things.[/QUOTE] Massively tangible. Parents, as constraints, do not lag. If you just parent to your base, however, two things happen. Firstly, the physics shells of the props fall off but because they aren't nocollided, they don't go to sleep. As a result, physics interaction lag remains. Second, props that were parented to a base instead of a chip cannot be edited. You cannot change their material, color, remove them, etc. If you parent them to a wire chip, then you can. The difference is quite significant. [QUOTE=Frankess;36799991]Me too. Is there any proof that parented chip is better than welded?[/QUOTE] There isn't any difference in regards to lag or whatever, what changes is the adherement of the visual model of the vehicle to its base. If the chip is welded, you can EP the chip and therein move the visual model because the visual model is basically welded to the base prop. This causes a problem for airplanes because parent chips that are welded like to dislodge themselves from the fuselage under certain conditions which causes the visual model to dislodge itself from the base and the control surfaces. Using nocollide-parent chips, the visual model remains completely afixed to the base as if it were parented to the base, but with all the benefits of parenting to the chip.
[QUOTE=Balto-the-Wolf-Dog;36803609]Massively tangible. Parents, as constraints, do not lag.[/quote] This I knew. I'd be a pretty shameful builder if I didn't. :P [QUOTE=Balto-the-Wolf-Dog;36803609]There isn't any difference in regards to lag or whatever, what changes is the adherement of the visual model of the vehicle to its base. If the chip is welded, you can EP the chip and therein move the visual model because the visual model is basically welded to the base prop. This causes a problem for airplanes because parent chips that are welded like to dislodge themselves from the fuselage under certain conditions which causes the visual model to dislodge itself from the base and the control surfaces. Using nocollide-parent chips, the visual model remains completely afixed to the base as if it were parented to the base, but with all the benefits of parenting to the chip.[/QUOTE] This is what I was after, thanks. I'd noticed the fact that my parented props would sometimes dislodge from the base so I'll give this a go and see what happens. If it works as you say I'll be eternally grateful.
parent the wire gate. It saves just one more prop of lag. You can always unparent it later if you need to. Also very light props seem to cause more lag when moving around, my personal experience. Prop efficiency is a really important thing, as well as only detailing what needs to be detailed. As example--my tank above is (for me) prop heavy. I typically stay around 75-100 props, and that's under 150, most of which is spaced armor and details. If I tried to slim it down I could get it to 100. [SUB]Also as I said before, jeepseat ain't acf legal. Why do people keep using it?[/SUB]
try weld parent its pretty nice
Uploading a batch of forts and stuff to niggaupload [editline]17th July 2012[/editline] OH SHIT [B]HUGE[/B] IMAGE DUMP INCOMING [T]http://www.niggaupload.com/images/v1dIE.jpg[/T] Catarpillar truck, uses basic ballsocket engine, reaches high speeds and scales almost anything (before it flips) [T]http://www.niggaupload.com/images/tEpNJ.jpg[/T] A collection of skateramps for modulus hoverboards that I made (couldn't include the enormous half pipe because it crashes my singleplayer..) [T]http://www.niggaupload.com/images/r7MR.jpg[/T] The stairset I made, works well [T]http://niggaupload.com/images/52GOH.jpg[/T] Action pose! [T]http://www.niggaupload.com/images/iQNt.jpg[/T] Sandrail, looks better than it performs [T]http://www.niggaupload.com/images/JLAbZ.jpg[/T] Roleplay house, used mainly for playing with zombies [T]http://www.niggaupload.com/images/L8Q6.jpg[/T] View of the back garden, from the shooting range set up on an abandoned fridge [T]http://www.niggaupload.com/images/3DLSj.jpg[/T] Low prop/low lag fort me and friends use for fortwars, nothing fancy just a single room with an opening door [T]http://www.niggaupload.com/images/ibgCA.jpg[/T] Monster truck [T]http://www.niggaupload.com/images/FTurt.jpg[/T] A chopper, based off nothing, but it works well, the thing on the left is the controls that stop it from moving to far in any direction There are a few of my creations, nothing amazing, I play gmod to have fun and stuff I don't really like getting things perfect I just like making things I guess
The Maus I finished (I didn't like my Maus that much) with Gman infront of it, with the ratte behind it. [img]http://i.imgur.com/Y61Lc.jpg[/img] And an update on the ratte itself, with some guns and the base of the turret. [img]http://i.imgur.com/fgmig.jpg[/img]
If there was a God of Tanks, I think that would be its earthly avatar.
Now show us how this baby moves!
Use a nicer texture that tiles! looks ugly right now, but can easily be fixed
[QUOTE=skeligandrew;36815100]Use a nicer texture that tiles! looks ugly right now, but can easily be fixed[/QUOTE] I'll experiment with textures and stuff, but pretty much all textures will lose their quality on something of this size, I will warn you
free holo gauges [IMG]https://dl.dropbox.com/u/12150594/Garrysmod2/freespace06_v2-10015.jpg[/IMG] jesus how do I limit the [code] tags? I can't paste my e2 without taking up half the thread
I would just pastebin it
Heyyyyy thread long time no see- [QUOTE=eurocracy;36809458]The Maus I finished (I didn't like my Maus that much) with Gman infront of it, with the ratte behind it. [img]http://i.imgur.com/Y61Lc.jpg[/img] And an update on the ratte itself, with some guns and the base of the turret. [img]http://i.imgur.com/fgmig.jpg[/img][/QUOTE] OH MY GOD WHAT IS THAT. Yep, definitely needs more spoilers, paintjobs, stereo systems and babes.
Whatever you were using as reference on that ratte is wrong, [url]http://www.youtube.com/watch?v=a5kWO8Xi2tk[/url] do the main turret and rear turrets on it
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