SProps - Tiled Triangles, Cylinders, Fittings, More
381 replies, posted
Yeah that'd be a good idea as well, but still though, those types of rimmed cylinders would be hella useful for many things. Not sure if you'd be up for modelling them, but it'd be awesome if you did Shadow.
Sprops updated when i launched gmod today. what was added and/or fixed?
Uploaded to the new garrysmod.org, for any of you who have workshop issues.
[url=https://garrysmods.org/download/64/sprops][img]https://garrysmods.org/download/64/button.png[/img][/url]
[QUOTE=Noi;47468773]What happened to svn repo?[/QUOTE]
I removed it
[B][U]MORE PROPS!!!!!!!!![/U][/B]
(Im new to this Forum, i just registered to reply to you ^^)Could you please add things Like elevator Props?? Like that one from GMod i think PHX, and i really wanna see these sheel Props(You know the ammo) AAAANNDDD more Transportation Stuff like wings, bigger propellers, and the most important: SMALLER PROPS!!!!! I would reall like way smaller props like in a extra Folder called micro Props and in there are too folders like Plates Blocks etc. and they are not like 3x3 - 200x200 they are like 0.1x0.1 to 1.0x1.0 AAAAANNNDDD basicly more props so not only 3x3 then 3x6 then 3x9, i mean like 3x3 then 3x4,3x5,3x6,3x7 etc. you know? i would really like that :D And i tried to put this mod on my server with GMAD Extractor and it took like 10 Mins to extract cuz of the size xD So i wish you a nice day and good luck ;) :eng101::dance::words:
Oh and i would like Robot parts like the ones from GMOD but made so the smartsnap grid points will always there where you will connect the parts with axis or whatever. And probably very small robot parts.
[QUOTE=Leslie110501;47652240][B][U]MORE PROPS!!!!!!!!![/U][/B]
(Im new to this Forum, i just registered to reply to you ^^)Could you please add things Like elevator Props?? Like that one from GMod i think PHX, and i really wanna see these sheel Props(You know the ammo) AAAANNDDD more Transportation Stuff like wings, bigger propellers, and the most important: SMALLER PROPS!!!!! I would reall like way smaller props like in a extra Folder called micro Props and in there are too folders like Plates Blocks etc. and they are not like 3x3 - 200x200 they are like 0.1x0.1 to 1.0x1.0 AAAAANNNDDD basicly more props so not only 3x3 then 3x6 then 3x9, i mean like 3x3 then 3x4,3x5,3x6,3x7 etc. you know? i would really like that :D And i tried to put this mod on my server with GMAD Extractor and it took like 10 Mins to extract cuz of the size xD So i wish you a nice day and good luck ;) :eng101::dance::words:
Oh and i would like Robot parts like the ones from GMOD but made so the smartsnap grid points will always there where you will connect the parts with axis or whatever. And probably very small robot parts.[/QUOTE]
My student license for 3ds max ran out, and blender is ass, so there will not be any new additions until I can get another (not that there have been any in the last year or so anyway).
Either way, your suggestions for more precise measurements is pretty pointless; there are already plenty of sizes to choose from and build around. The idea behind this project was to keep it as organized and practical as possible, not to bloat it with the useless things that PHX has in it.
[QUOTE=unrezt;47657663]My student license for 3ds max ran out, and blender is ass, so there will not be any new additions until I can get another (not that there have been any in the last year or so anyway).
Either way, your suggestions for more precise measurements is pretty pointless; there are already plenty of sizes to choose from and build around. The idea behind this project was to keep it as organized and practical as possible, not to bloat it with the useless things that PHX has in it.[/QUOTE]
I'm curious, How is 3Ds max superior to blender? I'm currently using blender and haven't had much of an issue with it
[QUOTE=BigBadWilly;47658110]I'm curious, How is 3Ds max superior to blender? I'm currently using blender and haven't had much of an issue with it[/QUOTE]
Blender is one of the most user-unfriendly pieces of software I have ever tried... it is also a pain to mass produce models for source with it.
[QUOTE=unrezt;47657663]My student license for 3ds max ran out, and blender is ass, so there will not be any new additions until I can get another (not that there have been any in the last year or so anyway).
Either way, your suggestions for more precise measurements is pretty pointless; there are already plenty of sizes to choose from and build around. The idea behind this project was to keep it as organized and practical as possible, not to bloat it with the useless things that PHX has in it.[/QUOTE]
Ok Yeah its kinda right what ya say :D But i would like to build things way more detailed but i think its not that necesarry(sry for bad english, im german)
But BTW will you make more Addons? Or was SProps the last thing you made?
[QUOTE=unrezt;47658224]Blender is one of the most user-unfriendly pieces of software I have ever tried... it is also a pain to mass produce models for source with it.[/QUOTE]
Mass producing for source yes :( , How is it user unfriendly? I've tried to install 3ds and the download got fucked half way and I had to go to the website and redownload the .exe and start over so I RQ and kept using blender
[QUOTE=unrezt;47658224]Blender is one of the most user-unfriendly pieces of software I have ever tried... it is also a pain to mass produce models for source with it.[/QUOTE]
Really? I quite liked playing with Blender when I was looking into modelling. The mesh construction tools are pretty decent if you learn the keyboard bindings. But the GUI is still a bit naff, open source software kinda has this problem far too often.
The Source tools were awfully convoluted if I remember though.
Could you, whenever you're able to continue releasing updates, perhaps make a "Coincident" category, with cylinders, discs, square-hole plates, and spheres/domes that fit snugly into/around the various tubes without having to be no-collided?
For example, I often make prop artillery, and I find that barrels and the flak shell from PHX are just about the right size for the 36-unit tubes (but slightly smaller, because they have a unit or two to bounce around), the baseballs from TF2 fit pretty snug inside the thin 12-unit tubes, and the cable spools from TF2 fit perhaps even more snug inside the 72-unit tubes.
Based on a personal test (just by pushing two plates right next to each other and right-clicking with the Measuring Stick tool, noting the different readings taken from multiple clicks), the collision mesh on an object is maximum 0.162 (call it 0.165 to be safe) units/inches from any given polygon, which means that the "true" inside diameter of, say, a 12-unit tube isn't 6, it's actually 5.67. In this example, a "coincident" cylinder made for a normal 12-unit tube would be 5.33 units in diameter. Now, of course, that's probably granting slightly more clearance, taking into consideration the fact that measuring edge-to-edge on a digital 3D cylinder would have a slightly wider diameter than going polygon-to-polygon, but the wiggle room would be considerably more negligible.
This addition wouldn't just apply to people like me who use SProps for building prop artillery (it's of course not the only thing I use it for), but anywhere that tight-clearance physics interactions might be desired, such as perhaps prop-based pistons or something. As it stands, the collision mesh on a 12-unit tube and 6-unit cylinder overlap, so you can't put the cylinder in the tube without no-colliding them.
Also, I found myself recently wanting 18-unit tubes for something, but all that was available was 12 and 24. Perhaps consider adding more incremental tube diameters if you haven't already?
[QUOTE=Biomechd;49034875]Could you, whenever you're able to continue releasing updates, perhaps make a "Coincident" category, with cylinders, discs, square-hole plates, and spheres/domes that fit snugly into/around the various tubes without having to be no-collided?
For example, I often make prop artillery, and I find that barrels and the flak shell from PHX are just about the right size for the 36-unit tubes (but slightly smaller, because they have a unit or two to bounce around), the baseballs from TF2 fit pretty snug inside the thin 12-unit tubes, and the cable spools from TF2 fit perhaps even more snug inside the 72-unit tubes.
Based on a personal test (just by pushing two plates right next to each other and right-clicking with the Measuring Stick tool, noting the different readings taken from multiple clicks), the collision mesh on an object is maximum 0.162 (call it 0.165 to be safe) units/inches from any given polygon, which means that the "true" inside diameter of, say, a 12-unit tube isn't 6, it's actually 5.67. In this example, a "coincident" cylinder made for a normal 12-unit tube would be 5.33 units in diameter. Now, of course, that's probably granting slightly more clearance, taking into consideration the fact that measuring edge-to-edge on a digital 3D cylinder would have a slightly wider diameter than going polygon-to-polygon, but the wiggle room would be considerably more negligible.
This addition wouldn't just apply to people like me who use SProps for building prop artillery (it's of course not the only thing I use it for), but anywhere that tight-clearance physics interactions might be desired, such as perhaps prop-based pistons or something. As it stands, the collision mesh on a 12-unit tube and 6-unit cylinder overlap, so you can't put the cylinder in the tube without no-colliding them.
Also, I found myself recently wanting 18-unit tubes for something, but all that was available was 12 and 24. Perhaps consider adding more incremental tube diameters if you haven't already?[/QUOTE]
Unlikely. These models are meant to be used for building visual things, not performing physics based experiments. Either way it doesn't matter because I will not have the ability to make new models any time soon.
For now, at least for the example you gave, you could use the spherical collisions tool to create a custom physics radius on the spheres.
[QUOTE=unrezt;49141433]Unlikely. These models are meant to be used for building visual things, not performing physics based experiments. Either way it doesn't matter because I will not have the ability to make new models any time soon.
For now, at least for the example you gave, you could use the spherical collisions tool to create a custom physics radius on the spheres.[/QUOTE]
How do you make subtle curves like you see people use in cars and some tanks? IK it needs PA, but what functions? Are there any tutorials?
Please add a snail/drop cam to the mechanics/misc section.
[IMG]http://www.meedtech.com/wp-content/uploads/2013/02/Distance-rotation-graph-for-snail.gif[/IMG]
As you can see a drop cam allows a very useful constant lifting of the follower, followed by a drop; a motion which is not possible to replicate with any other gmod prop at this time.
I don't know if this is still alive but i'm using SPROPS workshop version and i can't modify bodygroups (rims and brake) for wheel D and Misc wheels. For the rest they work. I tried with e2 expresion , using C and tried on multiple servers and in SP . Any suggestions?
[QUOTE=FaneZeu;52612482]I don't know if this is still alive but i'm using SPROPS workshop version and i can't modify bodygroups (rims and brake) for wheel D and Misc wheels. For the rest they work. I tried with e2 expresion , using C and tried on multiple servers and in SP . Any suggestions?[/QUOTE]
No idea, there's nothing wrong with the models.
[QUOTE=unrezt;52612894]No idea, there's nothing wrong with the models.[/QUOTE]
I tried both versions , workshop and garrysmod.org , i tried the one by one , i tried them both in the same time , nothing changes. Is there a SVN link or idk a direct file from someone pc's?
[QUOTE=FaneZeu;52613522]I tried both versions , workshop and garrysmod.org , i tried the one by one , i tried them both in the same time , nothing changes. Is there a SVN link or idk a direct file from someone pc's?[/QUOTE]
There's no SVN, and those wheels haven't been changed in 3+ years so it's not like they are out of date. Like I said, nothing wrong with the files. Try cleaning/reinstalling gmod or uninstalling addons one by one or something.
You're a god, these are going to add so much more functionality to GMod
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