Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
[QUOTE=Splambob;37008848]
[img]https://dl.dropbox.com/u/902553/Pictures/Screens/Holopad/holopad_2012-07-29.png[/img]
.[/QUOTE]
"holo holo get dolla" HAHA very creative
I wish I could build some of the things I see
Posted in this thread
I could ask someone to help me
but I would rather figure it out instead
As far as props go
I don't make things out of lots
This poem is fairly lame so
Here are a few screenshots
[IMG]http://i.imgur.com/C3dRBl.jpg[/IMG]
[IMG]http://i.imgur.com/pea94l.jpg[/IMG]
[IMG]http://i.imgur.com/j1sFSl.jpg[/IMG]
[IMG]http://i.imgur.com/vQJ7fl.jpg[/IMG]
Finally some space inside
[IMG]http://i.imgur.com/9hsjrl.jpg[/IMG]
[IMG]http://i.imgur.com/RZSU7l.jpg[/IMG]
And that's my best offroad vehicle yet. Making a body for it later
Who lives in a pineapple under sea...
[IMG]http://img521.imageshack.us/img521/5289/gmdrivingmapmk195beta00.jpg[/IMG]
[code]@name Red's Track System - v2f
@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(150)
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.
#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 with subsequent releases.
#updated in this version is a simple quick optimization taht greatly decreases opcount. I should have added it a long time ago.
#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 should be relatively automatic, use the variables to tweak them. for best effects use makespherical custom radius to make the physbox slightly larger than the wheel
#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 = 2 #Fine-tune the size of the rear sprocket
Width = 1.25 #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.
Trackrun = 1 #Do tracks run along the top? saves 4 holos. turn off trackrun if you have side skirts
Skinnum = 2 #Number to designate which skin to use
Roadwheelmod = 0 #Fine-tune the size of roadwheels
Wheelmod = 0 #Modifier of width/offset for the roadwheels
Sprocketmod = 0 #Modifier of width/offset for the front drive sprockets
RSprocketmod = 0 #Modifier of width/offset for the rear drive sprockets
Stretch = 1 #Modifier of length for the first and last roadwheel track holos, to look smoother
Color = vec(255,255,255) #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
Off = 0
#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 = (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)*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*0.4))
Aa8 = LRPos + (Up * -(RSprsize)*0.85) + (Fore*(RSprsize*-0.2))
Aa9 = LRPos + (Fore * (RSprsize*-0.7)) + (Up*-(RSprsize*0.3))
Aa10 = LRPos + (Fore*(RSprsize*-0.85)) + (Up*RSprsize*0.4)
Aa11 = LPos + (Fore*(S
[QUOTE=Jackpody;37007275]uhhhhh
uh
are you serious or are you just being an arse right now, cannot tell.[/QUOTE]
I'm talking about my real life car.
Reality is the most realistic thing ever.
/yet again, nobody understood
[QUOTE=Drury;37015795]I'm talking about my real life car.
Reality is the most realistic thing ever.
/yet again, nobody understood[/QUOTE]
no one understood because it was a dumb joke and jokes like that with a salt of sarcasm rarely translates properly on text / the internet.
daewoos suck.
Jesus christ what is with the idiocy flooding this thread
Got to admit, that was a dumb joke.
Guess kibbles was right, it's spreading.
Anyone have an idea as to why my mech is not turning enough to keep up with my view direction? I'm using the bfw_v5 chip, have everything wired and constrained exactly as the instructions say, and wire is up to date. For example, if I look 360 degrees around while sitting in it, it only manages to turn 180 degrees give or take. Strangely enough it worked fine for my friend who sat in it.
[quote=Amplar]'ve noticed an issue; not really a bug, but the method i stated earlier will only work if you increase the gearboxes size as they go down the drivetrain-
example, a gearbox's purpose is to multiply torque. so if you're in first gear, 5:1, and the engine makes 100nm, that means the output torque from the primary gearbox is 500nm. this then goes to the transfer case, which further multiplies it (2:1, low range) to 1000 nm. Now, when it gets to the last gearbox, you'll be pushing out 1000 nm, which means the last gearbox has to be able to handle this.
I noticed this while making my gama goat. [/quote]
thought i might put this here
it's not really an issue, it's what real ones do, but it's annoying
[QUOTE=Drury;37017565]Got to admit, that was a dumb joke.
Guess kibbles was right, it's spreading.[/QUOTE]
damn skippy, join the hate boat son. here you get your youtube videos disliked for reasons unknown :D
My mission in life is to prove all arguments about gmod useless.
Not to fuel them.
[QUOTE=Drury;37020967]My mission in life is to prove all arguments about gmod useless.
Not to fuel them.[/QUOTE]
That is your only purpose?
Progress have been slow, adding only a few props per day...
[quote][IMG]http://i.imgur.com/frohy.jpg[/IMG]
[IMG]http://i.imgur.com/eSkP1.jpg[/IMG]
[IMG]http://i.imgur.com/N5K2H.jpg[/IMG]
[/quote]
[img]http://puu.sh/NtPc[/img]
irl friend and i building some ~toys~
[QUOTE=Complicated;37025815]Progress have been slow, adding only a few props per day...[/QUOTE]
prop count?
[QUOTE=Amplar;37020528]amplar quoting himself[/QUOTE]
I figured that was how they worked. I wonder how hard it was be to redo the gearboxes so that the max torque the box will handle is the output, not the input...like instead of hooking a 1600nm up to a 1600nm gearbox and dropping output to 0.1, making the gearbox 16000nm and going by the output, so you can't just downgear into oblivion.
[IMG]http://img6.imageshack.us/img6/5289/gmdrivingmapmk195beta00.jpg[/IMG]
[IMG]http://img407.imageshack.us/img407/5289/gmdrivingmapmk195beta00.jpg[/IMG]
Trying to make a Peel P50 :3 but its an attempt
When I was going through those pictures I was hoping you would ask us to guess what you were building.
Probably the only time I would actually get it right :(
Both exterior and interior are pretty much done. Friend is working on this big E2 script for an engine for it, should be pretty good. Going to start working on the wiring in a bit.
A couple pictures below. Resized some but left 2 at a bit higher resolution.
[img]http://farm9.staticflickr.com/8422/7691588152_96d2a744e1_h.jpg[/img]
[img]http://farm9.staticflickr.com/8028/7691586558_62580451d3_b.jpg[/img]
[img]http://farm9.staticflickr.com/8012/7691588006_2d3f46a189_b.jpg[/img]
[img]http://farm8.staticflickr.com/7109/7691587542_eaaaa11e06_b.jpg[/img]
[img]http://farm8.staticflickr.com/7274/7691586888_96ebed5326_h.jpg[/img]
[img]http://farm9.staticflickr.com/8010/7691587070_271d40850d_b.jpg[/img]
[editline]edit[/editline]
Apparently, some of the rooflining is red.
[QUOTE=Jackpody;37034704]Apparently, some of the roofligning is red.[/QUOTE]
oh I like that.
ok jack has it right hes building and not giving two shits about prop count. u know as long as hes not gunna have it in any servers he should be fine, idk why you all are complaining about high prop count when you more than likely arent gunna see it. just build for you OWN entertainment and not for others, and just build for the sake of doing something creative and complex.
I SALUTE YOU SIR
[IMG]https://t.facdn.net/8548675@400-1343848403.jpg[/IMG]
thing is, that's fine to do, except you bring your 500 prop boxes onto public servers and RSO the shit out of everyone.
I bring my 76 prop boxes onto pub servers and still RSO people :v:
I'll save my low prop count building to when I can be assed making usable, optimized stuff instead of complicated monsters
[sp]never[/sp]
I want the holopad thing to really work, it would make a world of difference for builders everywhere
[QUOTE=Amplar;37039316]thing is, that's fine to do, except you bring your 500 prop boxes onto public servers and RSO the shit out of everyone.[/QUOTE]
i spawn them only when ppl ask or when ppl i dont like start joining so they RSO before they can go full republican on me
Thanks for the tracks Red :smile:
[IMG]http://i.imgur.com/nbBiJ.jpg[/IMG]
glad to see they're going to good use! :downs:
FOR SCIENCE!
[media]http://www.youtube.com/watch?v=wX1ceNveVdU[/media]
[editline]2nd August 2012[/editline]
i got up to 390mph on that thing.
Sorry, you need to Log In to post a reply to this thread.