• SProps - Tiled Triangles, Cylinders, Fittings, More
    381 replies, posted
[QUOTE=Vicious713;37123735]With the right organization, theres no such thing as too many! xD tbh it'd be cool if there was a toolgun where you just inputted the dimensions, or maybe drew the prop you wanted, and it'd pop it out.[/QUOTE] Apparently that will be possible in gmod 13(if the physicsInitMesh gets into working order), the problem with that is you can't scale the uv mapping, so tiled props will look like shit.
I added spheres, domes, more cylinder lengths, and also reworked triangle dimensions in the same fashion as the plates. Obviously they aren't all shown in this pic, scroll up for full list. [img]https://dl.dropbox.com/u/10388108/modelpack/header.png[/img]
When are they gonna be added? Awesome stuff man.
Sir, I have to congratulate you. I have yet to use these SProps, but from the looks of them they are astounding. I can't wait till I start using them and start making contraptions out of these. Possibilities where ever growing in size and shape for us builders. Now there is no end to what we can condure from these marvilous Props. I give you 4 thumbs up out of 2!
I don't know if this is something you can look into, but i noticed smart snap having some weird issues with a couple of props. Here are the exact same two props at different orientation the[URL="http://cloud-2.steampowered.com/ugc/559823810623826030/55E9BF736267510A8525E9CAA15F3338B2958FD4/"] one on the left[/URL] has broken smart snap all around, save for the edges, but [URL="http://cloud.steampowered.com/ugc/559823810623829628/5BF47CC9A6E96AC1C80D3468AEA5607AC47EAAF0/"]the one on the right[/URL] has more proper snapping points, atleast on one axis...
If you adjust the settings on smart snap it will fit, I had to do it too.
[QUOTE=napalm_bomb;37235229]If you adjust the settings on smart snap it will fit, I had to do it too.[/QUOTE] Thats my point, really, i was having a hard time getting these to align all the way from 12 to .666
Out of my hands really, its a fault with smartsnap if anything, not sure the specific settings needed to line up with those props. It seems to happen on all of the props with 6, 18, 30,42 length, can't really compare to phx considering phx doesn't even have those sizes. At any rate, its not really that big of a deal, smartsnap has been pretty useless since PA came out. Also, tubes, flat discs, 12-144 size discs/rings. Running out of ideas, anyone have any requests? [img]https://dl.dropbox.com/u/10388108/modelpack/toob.png[/img]
I gotta say, I've been looking for something like this for quite some time, this certainly helps with making to scale recreations of existing vehicles, mad props to you, and I am looking forward to more models. :D Oh yes, I've also began to use this on my server, the IP and name is: 173.93.190.184:27015 - Return Fire
[QUOTE=unrezt;37236757]Out of my hands really, its a fault with smartsnap if anything, not sure the specific settings needed to line up with those props. It seems to happen on all of the props with 6, 18, 30,42 length, can't really compare to phx considering phx doesn't even have those sizes. At any rate, its not really that big of a deal, smartsnap has been pretty useless since PA came out. Also, tubes, flat discs, 12-144 size discs/rings. Running out of ideas, anyone have any requests? [img]https://dl.dropbox.com/u/10388108/modelpack/toob.png[/img][/QUOTE] Do you have some 8-sized pieces? Because 8 is the standard "block" measurement in hammer so it could be useful for making things that modify a map like bases and stuff and have the pieces match the brushwork with no protruding stuff.
This might sound extraordinarily picky, but as i build with your props, i find somethings i feel i should mention now while you're actively working on them. This is a peeve of mine with PHX props, and in your pursuit to better them, i thought i'd mention [URL="http://cloud-2.steampowered.com/ugc/558698452538781107/5EB5836136D6FCB0DA25FF0CA5F819634B05984F/"]this issue[/URL] with the more round props. Do you think you could fix a lot of the round props to have faces that line up with their midpoints? When easy precision a tube, cylinder, or misc prop from the side and it doesn't align right because the face where i shot is at an angle, it severely limits the use of that prop for me, less i manually phys gun the alignment i want.
Not really, to do that everything would need to have a cube for a collision mesh, which is dumb. Again, something that can easily be avoided by not using outdated build tools. [url=http://www.facepunch.com/showthread.php?t=889029]Precision Alignment[/url]
If everybody is going to complain about this thing using 'hirez' textures, maybe we should just make a hi resolution texture pack...
I was unaware easy precision was outdated. wat
[QUOTE=Vicious713;37261790]If everybody is going to complain about this thing using 'hirez' textures, maybe we should just make a hi resolution texture pack...[/QUOTE] I am not sure how well that would work, it would still tile small. I agree with what they are saying, smooth/flat materials look good, everything else looks like shit. After thinking about it, redoing the uv coordinates will be worth the time, and it wont take as long as I thought it would have. It also wont affect anything anyone has built with the current models, so there is really no rush. Plus, not much else I can think to add to the pack right now, so I don't really have anything else to be doing with it. [QUOTE=RedReaper;37263420]I was unaware easy precision was outdated. wat[/QUOTE] Outdated, outmoded, outclassed, old, inferior, take your pick.
Unrezt do you have a server you frequent?
[QUOTE=unrezt;37263766]Outdated, outmoded, outclassed, old, inferior, take your pick.[/QUOTE] Easy and precise. So I guess it's still easy precision. Not as advanced, but it works, and it's quick.
[QUOTE=RedReaper;37323184]Easy and precise. So I guess it's still easy precision. Not as advanced, but it works, and it's quick.[/QUOTE] That was never the argument. I was pointing out something PA can do that easy precision cannot. As for being quick, PA is easily just as fast, if not faster than easy precision, but if you want quick and inaccurate builds then by all means use easy precision for everything. If you want to build models that actually look nice, you should not be building quickly.
I just thought of a couple more props i thought i'd mention Since you introduced stretched spheres, why not oblong circle plates to match their proportions? Also, smaller cones or domes would be nice for things like lights and indicators. And if you really wanna get into it, a very small, brief set of tiny tiny plates, like 1 unit thick, maybe some triangles to go with them. useful for logos, gauges, indicators, piercings in ragdolls, whatever.
Still trying to sort out some problems with the rescaled UVW on the cylinders before I add any new props.
I have committed the uvw change to every prop except for the cylinders and and fittings, which are still giving me some issues with the edges of materials being clearly visible. I think it was there before too, but the uvw resolution was so high it wasn't noticeable. The default grid on those will look odd compared to the rest of the models until I can figure out what to do about the material problem. You will probably want to delete the garrysmod/spawnicons/sprops folder and settings/spawnlist/sprops_*.txt files before updating. If you find any bugs/problems, let me know. Also, people keep asking me why the models in their game don't look the same as the ones in the pictures. The cylinders, tubes and most of the models in misc use LOD models, this means the further you are from them, the lower quality they become. Apparently, this is also what the model quality in video options will switch to if you set it to anything other than high. You need to set model quality to high in order to see the real versions of these models. I added a full alphabet, with numbers and symbols as well. I think they could be pretty useful, especially paired with the newly fixed hologram scaling (no longer rounds numbers below 1). I finished the fhex/qhex models. I am going to start working on some wheel models now. [img_thumb]https://dl.dropbox.com/u/10388108/modelpack/lter.png[/img_thumb]
Alphabet was one of that things that should been in PHX from early begining. Now I can name rally cars!
We've start using this on our server. Engineering.Almost-There.Org It's getting great reviews so far.
Wouldn't mind seeing some half-circles or 3-, 6-, and 9-domes, but that's just me. I've always told you that this is one of the better things to happen to Garrysmod, and I'll say it again. You've changed the community for the better, so thank you for that.
I wouldn't mind if you also incorporated your wheel pack into sprops, perhaps with some added models.
[QUOTE=Unslinga;37439235]I wouldn't mind if you also incorporated your wheel pack into sprops, perhaps with some added models.[/QUOTE] Not gonna be adding the old wheel pack, but I will make some new ones for sprops at some point.
...Fuck yes. Installing. I've been highly annoyed with the prop sizes PHX lacks. I wonder if we can get Tweak to pop this onto GME Build...
This is even better than PHX, this should be implemented into GMod 13! :D Not to mention it has more usefull stuff then PHX AND it's smaller! I love it!
[QUOTE=unrezt;37263766] Outdated, outmoded, outclassed, old, inferior, take your pick.[/QUOTE] It still has it's place. PA is great but it's a bit of a pain in the ass to use when you want to adjust, say, a wire chip embedded within a prop. With EP you just freeze the prop to move, the prop it's attached to, then nudge it out of the way. It's also great for fine-tuning a prop's placement, setting the nudge amount to a tiny value and tapping reload is way quicker than dicking around with points and re-constructing something with PA. I still use it alongside PA. Easy Precision is also a godsend when I forget how to use PA entirely :v: PA's still a great tool though.
[QUOTE=TestECull;37491916]I wonder if we can get Tweak to pop this onto GME Build...[/QUOTE] It has been on Tweak's for a while now. [QUOTE=cartman300;37492077]this should be implemented into GMod 13! :D[/QUOTE] I would rather it didn't. I would have no control over it and it is no where near complete.
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