• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
Instead of welding the wire chip to the base prop, have the "Parent" option selected in the wire gate menu as you place it, it stops your props from sagging.
Thanks guys, you're very helpful.
I made my first ever chassis (got any noobtips on tankcrafting?), and zeed spawned a chopper from peacebuild. Now we have a sicknasty stunt tank: [img_thumb]http://cloud.steampowered.com/ugc/956140577751194958/73DFFC982C13BB7BE6BF3DBD5819F9C1E24A194C/[/img_thumb] ~pinnacle of engineering~ edit: [url=http://facepunch.com/showthread.php?t=1160473&p=37013859&viewfull=1#post37013859]@above[/url]
[img_thumb]http://i.imgur.com/zluUqh.jpg[/img_thumb] [img_thumb]http://i.imgur.com/c7gBnh.jpg[/img_thumb] [img_thumb]http://i.imgur.com/JB6ksh.jpg[/img_thumb] [img_thumb]http://i.imgur.com/9UNXih.jpg[/img_thumb] BMP-2 [editline] fuck pageking [/editline] fuck pageking
it's possible to make my tank chip look nicer or smoother, I'm sure i can link the treads slightly more smoothly using a scaling change (don't bitch about something when the variable to adjust it is in the fucking code, that's just lazy), v2h will possibly have a new scaling system and automatically detect # of roadwheels, but the problem is that the more you add to a chip, the more it lags both in lag-lag and fps-lag (with more holos). Like 99% of the work on my chip has been finding out which methods are the best optimized for [I]practicality [/I]and [I]usability[/I], not looks or performance. v2g. Added some optimizations to reduce the in and op count. This should be a bit faster and the in impact should be decreased a bit from some minor indexing and changing some things to run only once. You can scale interval to make them cling to the wheels a bit better if you're going fast, just fyi. Most people can do with an interval of 200 or more, which will cut ops down quite a bit. I'm gonna get around to an in-depth tutorial vid on this soon, as people keep screwing it up by being lazy and not even looking at the annotations I wrote or the tutorials, then bitching about how it doesn't work. [code]@name Red's Track System - v2g @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 @persist Index1 Index2 Index3 Index4 @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. #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 = 4 #Fine-tune the size of the front sprocket RSprmod = 2 #Fine-tune the size of the rear sprocket Width = 1.5 #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 = 3 #Number to designate which skin to use Roadwheelmod = 1 #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(155,155,155) #Color the treads #These should not need altering. M = 0.088 #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 #completely ignore these, storing a repreat value i don't need to tweak usually Index1 = 0.85 Index2 = 0.75 Index3 = 0.3 Index4 = -0.2 } #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) A0 = RPos + (Up * -(Sprsize)*Index1) 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*W
It's a shame parenting removes the collision model of my tank, now I can't have rampanzer fights to break open the armour of my enemies.
[B][U]BIG ASS POST WARNING[/U][/B] Welcome to a field workshop of Uralvagonzavod! Made by Carlton and Iwancoppa. [IMG]http://cloud-2.steampowered.com/ugc/938126179244853859/9BA60FD701FB898CF8C6E3415349419565DED1F9/[/IMG] Front view [IMG]http://cloud.steampowered.com/ugc/938126179244883514/8A12825568FF52B0622BDAA82D22F3D7DC8B1989/[/IMG] Walking up to the shop [IMG]http://cloud.steampowered.com/ugc/938126179244894694/43E1225B2A1A5EF01686DF375CC0B60E6B026AA7/[/IMG] Random supplies [IMG]http://cloud-2.steampowered.com/ugc/938126179244900119/2BB0313B0EBDF4F942F47785236CE7A7B3AC973B/[/IMG] New tankette that has just recieved an extra armor plate. Chocks have been moved away and the beast is ready to roll. [IMG]http://cloud-2.steampowered.com/ugc/938126179244904298/706E3B210D30A069FB72D639D532FFB0C4FF8327/[/IMG] Underside view from the pit [IMG]http://cloud-2.steampowered.com/ugc/938126179244917429/D7D422881B49169BE115E916A0E94C5A6A0B714B/[/IMG] Chock racks and shelves. Note random measuring stick [IMG]http://cloud.steampowered.com/ugc/938126179244932533/94CAF9A294A9B7A162367B84EF293675049E090B/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/938126179244936373/990E4695E156F9D1A51F90B5BB9EF38CC3787584/[/IMG] God Bless chocks [IMG]http://cloud.steampowered.com/ugc/938126179244950384/951FF68B2798FAC5BB127CE9F9C0832AF15AF932/[/IMG] Any good field workshop has a store of spare armor plates! [IMG]http://cloud-2.steampowered.com/ugc/938126179244980151/951B10411B81D0C70CA92D23D1861E5DED0700BB[/IMG] Spot my New and semi-WIP minigun [IMG]http://cloud.steampowered.com/ugc/938126179244988640/B56F42595AB98CC02CDD745E2A4E706034D94C65/[/IMG] Enjoy a beer after a long day of work. [IMG]http://cloud.steampowered.com/ugc/938126179244991117/E8A8001D6E1DF2A7569890F846F8E58A574BB562/[/IMG] And the backdoor.
Finnaly had some time to build a bit. [IMG]http://cloud-2.steampowered.com/ugc/955014677848197157/ACEBDA3EB69A88E537C51BC548A891CB456FD635/[/IMG] [IMG]http://cloud.steampowered.com/ugc/955014677848196144/9B003E7EDC06AB571A8D5A9B3162969928F01029/[/IMG]
All right so I did the moving track segments: [img_thumb]http://cloud.steampowered.com/ugc/939252079159071051/1FA50AADDDD9F9104A155774DAE2F67DC74E61E3/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/939252079159072966/7DF70B50981A0FFE238C5B7B7727EE8FEC54BDAD/[/img_thumb] However as it currently stands, any sort of reasonable speed makes them look silly because the clips and positions update too slow. I could fix it by using global vectors, but then if you actually move the tank the track piece's clips would lag behind.
I wanted to get back into the game and build some shit but I'm having some trouble. I can't create a simple suspension any more. No matter how I do it my elastics spazz to hell. I remember my precise settings used to be 250000 constant, 1500 damping and 1000 rel damping. I used to use around 400-800 weight for the body and 200 - 250 for the wheels. This doesn't work anymore though. Lowering the constant doesn't do much and lowering the dampening doesn't either. All I get is a spazzy piece of shit every time i try it and yet my old dupes still work. What are you guys settings? [editline]Edited:[/editline] I even looked up some old tutorial on youtube and copied the values from there and it didn't work. What the fuck am I doing wrong? [editline]Edited:[/editline] Was elastics redone? Watching one of karbines videos he used 500 000 as the constant. Watching some other guy, he used 50 000 with the same weights. [editline]Edited:[/editline] Okay I got it working. I've always used a second plate welded to the main body that i attached my elastics too. I never used to change the weight of this, leaving it at 20 or whatever the standard weight was. Changing it to 200 solved the issue. It's still weird though because I am 100% positive I didn't use to weight it before. I have another question though, Is Adv Dupe 2 malfunctioning for anyone else? It keeps leaving ghost props around for me and after I dupe something smartsnap stops working on the plates. It's up to date.
[QUOTE=lintz;37193740]It's a shame parenting removes the collision model of my tank, now I can't have rampanzer fights to break open the armour of my enemies.[/QUOTE] Did you even listen? Use wire parenting.
Yes and then I used nocollide all, which is probably why. I just spawned it in my friend's server and collision is back so idk.
[QUOTE=kp3;37195484]I have another question though, Is Adv Dupe 2 malfunctioning for anyone else? It keeps leaving ghost props around for me and after I dupe something smartsnap stops working on the plates. It's up to date.[/QUOTE] Goto the expirimental tab in Adv2 and check "disable dupe spawn protection" to fix smartsnap not working. I think the leaving ghost props around is because of switching tools while the contraption is spawning.
constants on elastics above 50,000 don't do anything. spheres need much more damping, try 50k/1.5k as a starting point. Also if you try doing moving track plates you'll start churning ops if you hit any speed with reasonably-sized tracks. Those tracks look nice but laggy. use easy p to nudge your entire contraption, it'll make the game start noticing the physics. If i don't do this my tanks like to leave their turrets behind. [media]http://www.youtube.com/watch?v=PACtTlhkK4Y&feature=channel&list=UL[/media] [editline]12th August 2012[/editline] ^^real reason i add suspensions to shit
[QUOTE=RedReaper;37199191]constants on elastics above 50,000 don't do anything. spheres need much more damping, try 50k/1.5k as a starting point. Also if you try doing moving track plates you'll start churning ops if you hit any speed with reasonably-sized tracks. Those tracks look nice but laggy. use easy p to nudge your entire contraption, it'll make the game start noticing the physics. If i don't do this my tanks like to leave their turrets behind.[/QUOTE] Laggy? But they run at lower op/s than your tracks lol... [editline]dsa[/editline] And what speed you move at has NOTHING to do with the op/s lol.
[img]http://img571.imageshack.us/img571/5616/gmcarconstructb180011.jpg[/img] Since our server is now all over these small engines, we've got a carting fad there... Racing stuff that have up to 25 props, with the smallest of V-twins and a transfer case with two gears. This one goes up to 46 km/h and weights around 200 kilos, somehow.
[QUOTE=EvacX;37199539]Laggy? But they run at lower op/s than your tracks lol... [editline]dsa[/editline] And what speed you move at has NOTHING to do with the op/s lol.[/QUOTE] This isn't directed to specifically you but why even bother putting these things on your tank if they cause even the slightest amount of lag? If the tank is made to be used in battle then it's nothing but a disturbance to you and your opponent. Might as well just make it out of props, Right? [QUOTE=RedReaper;37199191]constants on elastics above 50,000 don't do anything. spheres need much more damping, try 50k/1.5k as a starting point. [/QUOTE] How come spheres need more damping? [QUOTE=TheCube;37198925]Goto the expirimental tab in Adv2 and check "disable dupe spawn protection" to fix smartsnap not working. I think the leaving ghost props around is because of switching tools while the contraption is spawning.[/QUOTE] Thanks. What does the spawn protection do though?
[QUOTE=kp3;37202521]This isn't directed to specifically you but why even bother putting these things on your tank if they cause even the slightest amount of lag? If the tank is made to be used in battle then it's nothing but a disturbance to you and your opponent. Might as well just make it out of props, Right?[/QUOTE] By that logic, why should I ever put any sort of effort into the aesthetics of my tank when it's just going to cause disturbance to me and my opponent? The thing is, Kp3, it doesn't really "lag". And who are you to say what my tank is intended for? I built this for my own pleasure, it will be able to engage in battle, but it is far from it's main purpose.
[QUOTE=EvacX;37202660]By that logic, why should I ever put any sort of effort into the aesthetics of my tank when it's just going to cause disturbance to me and my opponent? The thing is, Kp3, it doesn't really "lag". And who are you to say what my tank is intended for? I built this for my own pleasure, it will be able to engage in battle, but it is far from it's main purpose.[/QUOTE] You don't need to defend your tank, I didn't want to sound like I was attacking you that's why I wrote it wasn't aimed at you specifically. These things have been done before and they weren't used because performance issues. That's why I was wondering if it was worth it.
[QUOTE=kp3;37202788]You don't need to defend your tank, I didn't want to sound like I was attacking you that's why I wrote it wasn't aimed at you specifically. These things have been done before and they weren't used because performance issues. That's why I was wondering if it was worth it.[/QUOTE] As long as you do it properly it has little to no performance hit what so ever.
Well, the two tanks are the first things I have built with props in a looong time. The rest are are pictures of things in my growing list of shit I'll never finish, can't remember if I posted any of them or not. Pics are gigantic so I thumb-nailed them, click for full size. [img_thumb]https://dl.dropbox.com/u/10388108/builds_new/vk1602_1.png[/img_thumb][img_thumb]https://dl.dropbox.com/u/10388108/builds_new/vk1602_2.png[/img_thumb] [img_thumb]https://dl.dropbox.com/u/10388108/builds_new/vk1602_3.png[/img_thumb][img_thumb]https://dl.dropbox.com/u/10388108/builds_new/stugiii_1.png[/img_thumb] [img_thumb]https://dl.dropbox.com/u/10388108/builds_new/stugiii_2.png[/img_thumb][img_thumb]https://dl.dropbox.com/u/10388108/builds_new/arielatom_1.png[/img_thumb] [img_thumb]https://dl.dropbox.com/u/10388108/builds_new/motorbike_1.png[/img_thumb][img_thumb]https://dl.dropbox.com/u/10388108/builds_new/tbucket_1.png[/img_thumb] [img_thumb]https://dl.dropbox.com/u/10388108/builds_new/excavator_1.png[/img_thumb]
I like that bike
The first tank looks like a 3d model from some game. Really good job.
the bike of usain bolt two gears, one for acceleration/climb, and the other gear for top speed. does 42mph with a 250cc [img]https://dl.dropbox.com/u/12150594/Garrysmod2/freespace06_v2-10021.jpg[/img]
swag
something there is an extreme lack of is bikes/quads really hard to make a decent motorcycle and have it work realistically
Loving the bike and the Atom Unrezt!
[QUOTE=EvacX;37199539]Laggy? But they run at lower op/s than your tracks lol... [editline]dsa[/editline] And what speed you move at has NOTHING to do with the op/s lol.[/QUOTE] Again, it isn't necessarily just the amount of ops but what they're doing. It's a combination of the two. When i used traces they ran less ops, yet lagged much more. Churning 300+ ops is not acceptable to me. Speed you move does if you have a scrolling, moving chain. You are limited by the speed the tracks can refresh the positions at in your speed. This is also one of the issues that limits even my tracks, though they don't use scrolling plates, as the chip can't refresh fast enough to stick the tracks on the wheels 100% effectively (and is integrally limited by the inability to parent a static object at one angle effectively to a rotating object). The only way to avoid this is to use holo roadwheels, which is really gay and makes it harder to set up. They also look less realistic while in motion, which is why i abandoned them (you can even see them on my channel).
[QUOTE=BBOOBBYY!;37201565][img]http://img571.imageshack.us/img571/5616/gmcarconstructb180011.jpg[/img] Since our server is now all over these small engines, we've got a carting fad there... Racing stuff that have up to 25 props, with the smallest of V-twins and a transfer case with two gears. This one goes up to 46 km/h and weights around 200 kilos, somehow.[/QUOTE] can I ask you to pm me this server or just reply with it in this thread? the servers I usually find die out and none of them ever do any racing :(
I AM A TANK [img_thumb]https://dl.dropbox.com/u/902553/Pictures/Screens/Contraptions/2012-08-13/gm_desertdriving0012.jpg[/img_thumb] FEED ME ENEMIES [img_thumb]https://dl.dropbox.com/u/902553/Pictures/Screens/Contraptions/2012-08-13/gm_desertdriving0015.jpg[/img_thumb] (i see why everybody builds tanks now)
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