• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
My track system where the track actually folds/wraps around the wheels on the suspension units. It's not finished yet, I've only done the parts that actually have contact with the ground (Need's the end sprockets and the upper guide wheels). [img_thumb]http://cloud-2.steampowered.com/ugc/939252079130411609/3A92BF1822607741A354AE6F4353361E9A56C652/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/939252079130415927/6ADBB33273D962BDF5974D8B6F4ADD6BB074538C/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/939252079130413719/E3BE5F23F7DAD534FCF274347844C80DB17772DA/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/939252079130417651/49E093FA5679B9FE9AFB72BEB73F2D32BA62883E/[/img_thumb] It's all realtime btw, runs at an average of 150 op/s on a 75ms refresh rate. [editline]10th August 2012[/editline] And ignore the colors :V
Fuck. [editline]10th August 2012[/editline] Yes.
If you make it so that the track segments move (or give the illusion of movement), have my babies forever.
[QUOTE=lintz;37168757]If you make it so that the track segments move (or give the illusion of movement), have my babies forever.[/QUOTE] Oh you mean as in scrolling textures? Edit: Because that's very possible with my current method (With reasonable op/s, still way below a thousand).
Haven't posted about [url=http://shadowscions-construction-props.googlecode.com/svn/trunk/]SProps[/url] in here for a while(because it doesn't really belong here), but I have added loads stuff since then. Plates, blocks, triangles, spheres, domes, more cylinders, some other stuff. I am always open to suggestions, too, so if anyone has any, let me know. [img]https://dl.dropbox.com/u/10388108/modelpack/header.png[/img] Not even close to all of it is in this picture(~400 models in the pic, roughly 1500 in the model pack), click [url=http://www.facepunch.com/showthread.php?t=1201734&p=37086607&viewfull=1#post37086607]HERE[/url] for the full list.
You've single-handedly replaced PHX. Bravo, good sir. Bravo.
It's actually much better that phx, because the props are based on the 12 phx-standard only to be exactly 12 inches instead of 11.95 something. I'd rather use sprops than phx if I could. Every server should have it. About those tank tracks... Not sure how well that would work considering that gravity would pull the links downward and not have it stick to the wheels. That would be good only when following terreign.
If you mean slack in the treads, I don't think that would be too hard to add.
[QUOTE=Unslinga;37172485]About those tank tracks... Not sure how well that would work considering that gravity would pull the links downward and not have it stick to the wheels. That would be good only when following terreign.[/QUOTE] What in the fuck do you mean lol?
[QUOTE=EvacX;37172735]What in the fuck do you mean lol?[/QUOTE] He means like there is no slack in the treads but I appreciate that that is impossible to emulate.
You mean like they should drop down because they are in the air? Because that is not impossible...
General Wrex did us a solid and added an update checker to ACF. :)
A question for those that make really accurate and realistic vehicles. I've read that you do the wiring last, how long does that usually take?
a few minutes?
[QUOTE=Leestons;37174624]A question for those that make really accurate and realistic vehicles. I've read that you do the wiring last, how long does that usually take?[/QUOTE] Hours? Days? I don't build much now-a-days, but when I do, I do it over the course of a long time. Perfection is but a degree of detail that is just not good enough.
[QUOTE=EvacX;37165495]My track system where the track actually folds/wraps around the wheels on the suspension units. It's not finished yet, I've only done the parts that actually have contact with the ground (Need's the end sprockets and the upper guide wheels). [img_thumb]http://cloud-2.steampowered.com/ugc/939252079130411609/3A92BF1822607741A354AE6F4353361E9A56C652/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/939252079130415927/6ADBB33273D962BDF5974D8B6F4ADD6BB074538C/[/img_thumb] [img_thumb]http://cloud-2.steampowered.com/ugc/939252079130413719/E3BE5F23F7DAD534FCF274347844C80DB17772DA/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/939252079130417651/49E093FA5679B9FE9AFB72BEB73F2D32BA62883E/[/img_thumb] It's all realtime btw, runs at an average of 150 op/s on a 75ms refresh rate. [editline]10th August 2012[/editline] And ignore the colors :V[/QUOTE] isn't that basically what we have now?
[QUOTE=People]E2 tracks galore[/QUOTE] Someone should really make a lua tracks STool (using similar concepts). [QUOTE=Unslinga;37172485]About those tank tracks... Not sure how well that would work considering that gravity would pull the links downward and not have it stick to the wheels. That would be good only when following terreign.[/QUOTE] As far as I can tell the only time you'll really notice them 'sticking to the wheels' is when they [I]are[/I] following terrain, no?
[QUOTE=RedReaper;37176774]isn't that basically what we have now?[/QUOTE] No, because the ones right now don't smoothly connect the tracks.
What I meant by that was if the tank ever runs over any type of obsticle that makes the tank go into the air, then those tracks won't look realistic...
Too much effort for something you won't even notice and won't actually be there 99% of the time.
[img]http://img96.imageshack.us/img96/5889/gmcarconstructb180010.jpg[/img] Testing new tiny engines... got this to run up to 33 km/h on a transfer case (1 gear forwards and 1 backwards) at total weight of exactly 200 kg's. Fun as hell.
Unrezt's model pack has opened the door to a new kind of building which is intricate mechanics, I am trying something out atm... Can't thank you enough unrezt
Hope I'm not the first/last(whatever), but I tried unrezt's on my client and they were instantly added to my server. No build server is complete without them.
By the way, Amplar, are you aware that parented props aren't affected by Acf cannons? My parented King Tiger doesn't take any damage from the guns and the rounds pass straight through into the backboard I set up to test it. Makes tank combat a lot laggier.
[QUOTE=BBOOBBYY!;37180795][t]http://img96.imageshack.us/img96/5889/gmcarconstructb180010.jpg[/t] Testing new tiny engines... got this to run up to 33 km/h on a transfer case (1 gear forwards and 1 backwards) at total weight of exactly 200 kg's. Fun as hell.[/QUOTE] We raced on them on my server: [media]http://www.youtube.com/watch?v=DtEqA-0tDyM[/media]
[QUOTE=lintz;37182375]By the way, Amplar, are you aware that parented props aren't affected by Acf cannons? My parented King Tiger doesn't take any damage from the guns and the rounds pass straight through into the backboard I set up to test it. Makes tank combat a lot laggier.[/QUOTE] There might be two causes to that, either you've managed to nocollide-all all the props or you haven't wire parented. Not sure how many times Amplar have made it precisely clear of doing so.
... How the heck do you wire parent, I don't even. Adv entity markers?
[QUOTE=lintz;37182830]... How the heck do you wire parent, I don't even. Adv entity markers?[/QUOTE] 1:Parent to any wire gate 2:Weld gate to main prop 3:??? 4:Profit or watch [B]Karbine's Tutorials[/B] from op.
[QUOTE=lintz;37182830]... How the heck do you wire parent, I don't even. Adv entity markers?[/QUOTE] Just use a wire gate as the parent.
Also worth mentioning it does [b]not[/b] have to be an actual gate, it can be any(well, a few don't work for some reason) model from Wiremod.
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