Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
Not a contraption, but relevant. Someone asked me to make some pipes/cylinders (lets face it, long overdue. . .). Anyone else have ideas for construction props that should exist, but don't? Seems kind of lackluster if I were to just release this as is.
Features:
• Variety of sizes(13 different lengths, 3 different widths).
• Uniform and seamless texture mapping.
• The props line up nicely with existing phx props(same dimensions actually).
[img]https://dl.dropbox.com/u/10388108/modelpack/cylpic1.png[/img]
[img]https://dl.dropbox.com/u/10388108/modelpack/cylpic2.png[/img]
[img]https://dl.dropbox.com/u/10388108/modelpack/cylpic3.png[/img]
I've always wanted to see more mechanical wheels and grates and vents and such, but that's just me, I guess.
[QUOTE=skeligandrew;36827868]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[/QUOTE]
I hope you realise there is literally zero reference to go off as it was a tank that was never even fully designed.
Go back a page or two and I posted the reference I'm using, a piece of artwork that has the artist's twist, it looks far more badass than other designs.
In fact, I looked at the video on my mobile now. I'd like to point out that I am building it to my own design as well as using that picture as a reference.
The back will be dedicated AA, I mean, you need it unless you want to be pulverised by all the aircraft in the world.
[QUOTE=Complicated;36779624]Hoping for a wider range of engines soon. More low-mid powered engines would be nice for all kinds of stuff.
3.7l is the best all-round engine for cars but needs more engines with similar weight.[/QUOTE]
How many flipping engines do people need? there are allready 7? engines 4l and smaller!
[QUOTE=unrezt;36828295]Not a contraption, but relevant. Someone asked me to make some pipes/cylinders (lets face it, long overdue. . .). Anyone else have ideas for construction props that should exist, but don't? Seems kind of lackluster if I were to just release this as is.
Features:
• Variety of sizes(13 different lengths, 3 different widths).
• Uniform and seamless texture mapping.
• The props line up nicely with existing phx props(same dimensions actually).
[/QUOTE]
Well, tank sprockets would be nice, and maybe some tank wheels, although I'm pretty sure someone already made tank wheels. Wheels under size 30 would be nice too.
Just some stuff I've been working on.
[IMG]http://img26.imageshack.us/img26/2851/freespace06v210008.jpg[/IMG]
50t
[IMG]http://img816.imageshack.us/img816/9734/freespace06v210007.jpg[/IMG]
40t
[IMG]http://img542.imageshack.us/img542/5910/freespace06v210005.jpg[/IMG]
Heh... El Camino
Made more progress on the ol' tank.
[t]http://cloud-2.steampowered.com/ugc/956137950895534167/1C4CF795B9B1B8162BA21073AA2A07C42C1A29B0/[/t]
I added a turret hatch.
[t]http://cloud.steampowered.com/ugc/956137950895535269/266F3ED4536BBE9CB0F4649B352DCCF7BEA2629B/[/t]
And TonyCip made a hologram version that opens for the hell of it.
[t]http://cloud.steampowered.com/ugc/956137950895533236/928D86B34B63D67ED4DAF756E8A11EA0455384D9/[/t]
I didn't change the interior much, but I moved the viewport up and added interior wheel skirts so you don't see the drive gear through the hull.
[t]http://cloud-2.steampowered.com/ugc/956137950895534722/5AFC21BBF1101075ADDDFDE5B23620D1ACB6397A/[/t]
Since I added exterior track skirts, I faded them to gain access to the front and rear drive sprockets, which are offset from center to fit the contours of the tank.
[t]http://cloud.steampowered.com/ugc/956137950895533703/076A214D468447D93CC32978196EBBF50E0564D7/[/t]
Offsetting the sprockets allows me to affix the transmission to the rear, which is easier since the engine is transversely mounted in the rear. This also gives me more room for the main munitions box, which is placed in the front of the tank. Other changes include a main armament buff from a 75mm to a 100mm cannon. I'm still unsure of what ammunition to load for the main gun, so I'm open to suggestions.
As always, I'd greatly appreciate tips, suggestions, or critiques. Thanks.
load HEAT
what happens when that tank hits an obstacle; the lower glacis is just going to slam into the slope
holy high silhouette batman
[QUOTE=unrezt;36828295]Not a contraption, but relevant. Someone asked me to make some pipes/cylinders (lets face it, long overdue. . .). Anyone else have ideas for construction props that should exist, but don't? Seems kind of lackluster if I were to just release this as is.
Features:
• Variety of sizes(13 different lengths, 3 different widths).
• Uniform and seamless texture mapping.
• The props line up nicely with existing phx props(same dimensions actually).
[img]https://dl.dropbox.com/u/10388108/modelpack/cylpic1.png[/img]
[img]https://dl.dropbox.com/u/10388108/modelpack/cylpic2.png[/img]
[img]https://dl.dropbox.com/u/10388108/modelpack/cylpic3.png[/img][/QUOTE]
This is the most awesome thing to be added yet, and something I've been wanting for a long time.
Something other that could be added is smaller circular props and cones, more triangles perhaps windscreens of various sizes.
So far, I've got this:
[img]https://dl.dropbox.com/u/10388108/modelpack/spawnlist.png[/img]
[QUOTE=unrezt;36838244]stuff[/QUOTE]
we could also use some bends if that isn't too hard.
[QUOTE=Unslinga;36840084]we could also use some bends if that isn't too hard.[/QUOTE]
Could you please provide an image example of what you are talking about?
[QUOTE=unrezt;36840257]Could you please provide an image example of what you are talking about?[/QUOTE]
I'm not on my computer at the moment, so I don't have access to gmod, but when searching for pipes in the gmod menu there are some bendy pipes along with all the other small straight ones.
Darn, pageking with no content.
can't wait for gm13; you'll only need 1/4th that amount of models as you can just resize models in real time
you can do this now, but queryphys isn't widespread, it'll be included in gm13.
Gahhhhhhhh, way to kill my motivation.
[QUOTE=space toe;36845647]can't wait for gm13; you'll only need 1/4th that amount of models as you can just resize models in real time
you can do this now, but queryphys isn't widespread, it'll be included in gm13.[/QUOTE]
what does this mean that we can resize stuff like wheels? if so, magnificent.
Anyone have a link with garry confirming that feature, because I can't find it.
oh my god resizing props would be amazing
imagine making a full scale car, then resizing it down to RC car size later
shit I hope we can resize contraptions as an option when spawning them, think about the compact engines guys
I remember garry stating that it would be possible a long time back, and it's openly available on the workshop for GM13.
[QUOTE=unrezt;36847908]Gahhhhhhhh, way to kill my motivation.[/QUOTE]
Please don't stop working on the awesomeness! Sincerly everyone <3
Also, with that real-time scaling, does it scale the textures too? Scaling a small prop up would look like total garbage with the same sized texture.
[img]https://dl.dropbox.com/u/40739406/Vaper/2012-07-20_00001.jpg[/img]
Plan to finish it today.
v288 ~63k n/m of torque
[img]https://dl.dropbox.com/u/12150594/Garrysmod2/freespace06_v2-10016.jpg[/img]
[img]https://dl.dropbox.com/u/12150594/Garrysmod2/freespace06_v2-10018.jpg[/img]
[img]https://dl.dropbox.com/u/12150594/Garrysmod2/freespace06_v2-10017.jpg[/img]
[img]https://dl.dropbox.com/u/12150594/Garrysmod2/freespace06_v2-10019.jpg[/img]
obey theo
[QUOTE=space toe;36836413]what happens when that tank hits an obstacle; the lower glacis is just going to slam into the slope[/QUOTE]
nonono put a barrel on the front of it like those old crappy french halftracks. P19 style.
Also what the christ resizing props. I get the feeling gmod13 is just gonna be in development hell for longer and longer, the more i hear about its good features.
Imma make a bid for wrenches. now supports 3 roadwheels. Not 100% optimized, but fuck it. I'll be optimizing and updating it later. I grabbed thsi off a tank chassis just right now, but it should work fine for y'all
[code]@name Red's Track System - v2e - ACF stands for ambient clam faggotry
@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(170)
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.
#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.
#current issues will be resolved with 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)
#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 3 4 AND 5 ARE WORKING
Sprmod = 3 #Fine-tune the size of the front sprocket
RSprmod = 3 #Fine-tune the size of the rear sprocket
Width = 1.8 #Width of the track's contact patch
Thickness = 0.25 #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 holos. turn off trackrun if you have side skirts
Skinnum = 3 #Number to designate which skin to use
Roadwheelmod = 1 #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 = 1 #Modifier of length for the first and last roadwheels, to look smoother
Color = vec(166,166,166) #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")
}
if(Wheelnumber ==3)
{
#LEFT
SprocketL = La:entity("Entity1")
L1 = La:entity("Entity2")
L2 = L1
L3 = La:entity("Entity3")
L5 = La:entity("Entity4")
L4 = L5
RSprocketL = La:entity("Entity5")
#RIGHT
SprocketR = Ra:entity("Entity1")
R1 = Ra:entity("Entity2")
R2 = R1
R3 = Ra:entity("Entity3")
R5 = Ra:entity("Entity4")
R4 = R5
RSprocketR = Ra:entity("Entity5")
}
Roadwheelsize = (R3:boxSize():x() /2) + Roadwheelmod #Determines actual wheel size
Sprsize = (SprocketR:boxSize():x()/2) + Sprmod #Determines actual sprocket size
RSprsize = (RSprocketR: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.
#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)*0.85)
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*0.4))
A7 = RPos + (Fore * (Sprsize*0.8)) + (Up*(Sprsize*0.5))
A8 = RRPos + (Up * -(RSprsize)*0.85) + (Fore*(RSprsize*-0.2))
A9 = RRPos + (Fore * (RSprsize*-0.7)) + (Up*-(RSprsize*0.3))
A10 = RRPos + (Fore*(RSprsize*-0.85)) + (Up*RSprsize*0.4)
A11 = RPos + (Fore*(Sprsize*0.1)) + (Up*(Sprsize*0.82))
A12 = RRPos + (Fore * (RSprsize*-0.1)) + (Up*(Sprsize*0.8))
Am = ((A12+A11)/2 -TUV)
Aa0 = LPos + (Up * -(Sprsize)*0.85)
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*0.4))
Aa7 = LPos + (Fore * (Sprsize*0.8)) + (Up*(Sprsize
RedReaper...
Oh please.. my eyes!!
next time use Pastebin or something, thats disgusting!
(but usefull)
me was boring..
[IMG]http://s14.directupload.net/images/120721/dphnh4a6.jpg[/IMG]
[img]https://dl.dropbox.com/u/10388108/modelpack/upd.png[/img]
Working on those pipe bends now.
Updates:
• Gridded material.
• LODs for all cylinders and future "complex" shapes.
• Sensible model names, they represent actual measurements instead of percentages like phx. [i]Ex. cylinder_3x72.mdl, rtri_12x24.mdl[/i]
• Reworked the scaling. Instead of 11.875 or whatever the fuck for length like phx uses, these use 12. I figured it was more important to have quality models than attempt to mimic something else. I really don't know what the idea with the odd scale was anyway; I can only assume it was done so no one else released a big model pack? Screw that (mind you this pack only meant to supplement what we already have). The base widths are still 3, so in that way it will still line up fine with phx.
The cylinders have diameters of 1.5, 3, 6, and 9 units; and range in heights of 3 to 144 units.
Both sets of triangles start at 12x12 and go up to 48x144.