• SProps - Tiled Triangles, Cylinders, Fittings, More
    381 replies, posted
Redoing the wheels so they aren't so shiny/flat. While keeping things relatively low poly, here is what I have so far. The road wheels will be more difficult, because I don't want to clog up my model pack with 500 different models for different rims. Not sure how I should proceed with that. [img]https://dl.dropbox.com/u/10388108/modelpack/whredo.png[/img]
[QUOTE=unrezt;38690783]Redoing the wheels so they aren't so shiny/flat. While keeping things relatively low poly, here is what I have so far. The road wheels will be more difficult, because I don't want to clog up my model pack with 500 different models for different rims. Not sure how I should proceed with that. [img]https://dl.dropbox.com/u/10388108/modelpack/whredo.png[/img][/QUOTE] YES. Those look [B]amazing[/B] please put this in like now. Like right now, do it.
[QUOTE=SwtchbldSOL;38709051]YES. Those look [B]amazing[/B] please put this in like now. Like right now, do it.[/QUOTE] Just committed them. Wheels A and B each have four skins(dirty/clean versions of both tread patterns for each rim), Wheel C has two. They are dirty by default, but you can switch them out using a skin switcher tool if you have one, or by using the wiremod command: [code][b]Entity:setSkin(SkinNumber)[/b] or [b]holoSkin(1, SkinNumber)[/b] if you are using the wheels as holograms[/code] If you want, you can also add the separate skins to your spawn-list, I wont put that in the svn though: [code] "1" { "type" "model" "model" "sprops/trans/wheel_a/wheel15.mdl" "skin" "1" } "2" { "type" "model" "model" "sprops/trans/wheel_a/wheel15.mdl" "skin" "2" } [/code] Hopefully there aren't any bugs with the new models, but let me know if you find any.
Some new models. Triangles that fit perfectly(although hard to align properly without working PA Line2Line) in the corners of plates placed at 45 degree angles. Picture only shows two sizes but there are 6-48 flat and normal. Below those are cylinder reductions. [img]https://dl.dropbox.com/u/10388108/modelpack/45tricred.png[/img]
You guys are heroes and saints. Thanks so much.
I don't know anything about cars, so I am going to ask here for [picture] suggestions of steering wheels/lights/other parts. I'm not talking specifics, I need generic styled things that would fit with most vehicles.
Oh god mirrors please. [img]http://image.made-in-china.com/2f0j00GecQtJWmaYbE/Auto-Mirror-Auto-Rearview-Mirror-Car-Mirror-Car-Rearview-Mirror-Electric-Auto-Mirror-for-ELANTRA-2004-LS-HYB-007-.jpg[/img]
Lights. [IMG]http://i.imgur.com/rSF6U.png[/IMG] Exhaust tips that fit on cylinders. [IMG]http://i.imgur.com/DkZlq.png[/IMG][IMG]http://i.imgur.com/repWC.png[/IMG] And dashboard stuff like a gps or radio.
Lol, well those turned out chrome as hell. [img]http://gyazo.com/b3fbbc5c08a0c12b8729859483fbf289.png?1356124686[/img]
can you add: Wheel Loader Buckets, Forklift forks, crane hook.
nvm
Lights and Mirrors would be awesome, but like someone said previously, make them generic looking so we can use them on all cars :>
I'm the one that said that. . .lol. Working on some lights (offroad driving lights or whatever they are called) right now. These are almost ready, then I'm gonna make some rectangular ones. [img]https://dl.dropbox.com/u/10388108/modelpack/ltssf.png[/img]
[QUOTE=unrezt;39006774]I'm the one that said that. . .lol. Working on some lights (offroad driving lights or whatever they are called) right now.[/QUOTE] Spotlights :D [IMG]http://westcotttowbars.com.au/wp-content/uploads/2011/09/Hella-Products1.jpg[/IMG]
This is an amazing mod to use! I like to use the orange props as the main parent, and the gray ones as parented bits so I know which part to grab when I want to move it. Also works amazingly when gm_snapgrid is set to 1.5. Then everything lines up perfectly.
Stupid question here, what is the purpose of this hidden .svn folder that accounts for 60% of the disk usage of my addon? [img]http://gyazo.com/92bfa04ec08c14763cde1e2d03d17579.png?1356756889[/img]
Ohhh, that's just a part of tortoise SVN's system. Nothing to do with your mod. I think it defines whether or not a folder has an SVN system in it.
i like sprops (especially to build tanks with ACF) but it will be nice to see some tank parts (like turrets, wheels, maybe autoloader turrets, mantlets) i had idea but i dont have time to realize it (make 6 different turrets - all turrets will be in parts (front,side,back,top etc) and you can easy use ex. front part of turret 1 in back part of turret 2)
Why would I model half a tank? That's what the props are for. Anyway here is some tank stuff I was working on a while back. I kind of scrapped the idea because I don't think anyone would use them. [img_thumb]https://dl.dropbox.com/u/10388108/modelpack/sbog.png[/img_thumb]
Please make gears, too. The PHX gears are very annoying and inefficient to work with.
Please make train-wheels. Preferably full axles too. The PHX full axles always perform wierdly, especially when I'm trying to position them.
[QUOTE=unrezt;39016821]Why would I model half a tank? That's what the props are for. Anyway here is some tank stuff I was working on a while back. I kind of scrapped the idea because I don't think anyone would use them. [/QUOTE] no i mean segments of parts eg you can use front part of turret 1 in side part of turret 2 and back part of turret 3 or use all (front, side, back) parts of same turret eg 1 i hope now you know what i mean also its nice to see some trapeze and parallelograms (but its not necessary because you can make it from 2,3 props
New stuffs, some of it was added earlier this week, but I forgot to announce it. [img_thumb]https://dl.dropbox.com/u/10388108/modelpack/newdec30.png[/img_thumb] [i]Also added diameter 96 tubes.[/i] [img_thumb]https://dl.dropbox.com/u/10388108/modelpack/lights.png[/img_thumb] I want to add more skins (red/orange), but I can't figure out a way to have the selective coloring and transparency within the same texture. If anyone knows how please tell me! [QUOTE=unrezt;39033923]Is there any way to have $translucent and $blendtintbybasealpha in the same vmt? Both parameters use the base alpha mask, but opposite lightness (to make a texture non-colorable ingame, the mask needs to be full black). Is there another parameter to just make a texture non-colorable? For example, a model of a light, the glass needs to be somewhat transparent, and it needs to be red at all times, but the rest of the model needs to be colorable. [img]http://gyazo.com/c9489bee9b27eb8ae4a02f8a67f3040c.png?1356909672[/img][/QUOTE]
[QUOTE=Ice.pl;39020813]Please make train-wheels. Preferably full axles too. The PHX full axles always perform wierdly, especially when I'm trying to position them.[/QUOTE] That's because makesperical doesnt work on train wheels.
Helicopter rotors!! These are a must have, it's like as important as wheels. Putting some plate on a helicopter is like putting a plate circle as a wheel on a car. Individual rotors though, this allows for fin helis etc and for them to be more customizable. Different sizes would be good too. Tail rotors would be needed if there are going to be main, otherwise they'll look weird. Maybe if you get the that done the same thing for propellers. Also try to think of different vehicle types. Like boats, planes, helicopters and anything else!
Good request, but I need reference pictures for something like that. Since you know more about helicopters than I do, could you please provide some?
[QUOTE=unrezt;39048906]Good request, but I need reference pictures for something like that. Since you know more about helicopters than I do, could you please provide some?[/QUOTE] Sure. There are a lot of different helicopter rotor types so the best would be something generic. Blade all have one thing in common - they all have some kind of aerofoil. So here is a diagram of the cross sectional area of a blade. [IMG]http://classroom.materials.ac.uk/images/heli-fig3.jpg[/IMG] (pictures of helicopter blade we're quite hard to find) Here is an apache (these have swept ends, however most helicopters have straight blades): [IMG]http://image.shutterstock.com/display_pic_with_logo/221149/221149,1263652408,3/stock-photo-us-military-helicopter-blade-44599108.jpg[/IMG] Here is a more generic helicopter blade: [IMG]http://i.istockimg.com/file_thumbview_approve/5325135/2/stock-photo-5325135-helicopter-rotors.jpg[/IMG] Notice it bends under it's own weight, since gmod props cant really bend then the actual model will have to be straight. Also notice the trim tabs on the trailing edge - a nice detail to have maybe. A larger helicopter blade: (haha pun...) [IMG]http://upload.wikimedia.org/wikipedia/commons/2/2c/US_Navy_091206-N-5712P-010_Cpl._Devan_LeBlanc_ties_down_a_helicopter_blade_in_preparation_for_stowing_the_aircraft_aboard_the_amphibious_assault_ship_USS_Nassau_(LHA_4).jpg[/IMG] As for the blade grip and collision model. For the grip (in gmod for ease of building) it should narrow down to some sort of standard plate size. Also the collision model should be the same as if it were a plate, flat. Also most helicopter blades spin clockwise. Helicopter tail rotors: They are really just the big ones, just smaller and without the trim tabs. Aerofoil is the same as main rotor (cross section). [IMG]http://library.thinkquest.org/C004036F/helitailrotor3.jpg[/IMG] Large helicopter tail rotor: (blackhawk) [IMG]http://upload.wikimedia.org/wikipedia/commons/d/d6/Defense.gov_News_Photo_110523-N-KB563-134_-_Petty_Officer_3rd_Class_Joe_Jenkins_checks_for_corrosion_on_the_tail_rotor_of_an_MH-60S_Sea_Hawk_helicopter_aboard_the_amphibious_transport_dock.jpg[/IMG] Blackhawk is a bit of a funny tail because it tapers inwards where are most are straight. Propellers: [IMG]http://upload.wikimedia.org/wikibooks/en/0/0c/PropellerTut_14.jpg[/IMG] [IMG]http://s3.amazonaws.com/images.planepieces.com/assets/490/gallery_original_Hartzell_propeller_Blade_1xx.jpg?1330553366[/IMG] Cross section: [IMG]http://www.stefanv.com/quiet/2002-03/photo1.jpg[/IMG] Boat one: [IMG]http://www.saltysmarine.com/images/31660.gif[/IMG]
How big is the pack in its current state? In mb.
Size of the download; [img]http://gyazo.com/cf6e5b4b605b77d91610ac1b4340c393.png?1357250017[/img]
[QUOTE=unrezt;37002930]Any version of this model pack you find on the workshop is [u]unnofficial[/u] and was uploaded without my knowledge or permission. If you find this on the workshop, please report it, downvote it, comment, post the link here, and anything else you can do to get it taken down. [u]Do not re-upload this.[/u]. [/QUOTE] Just an FYI that since you have decided to release this under the GPL, people are not required to seek your knowledge or permission to re-release this in any way that they chose as long as they follow the licensing terms. That is one of the points of the license (that you provide that permission.) You could claim that SProps as a name is not covered under the GPL and instead is a trademark and only to be used for your Official releases. Meaning if I wanted to re-release, I would have to call it something like HMProps. This is similar to the situation with Firefox and Iceweasel. - [url]http://en.wikipedia.org/wiki/Mozilla_Corporation_software_rebranded_by_the_Debian_project[/url] Hope this is useful to you. If you wish to have the right to be able to ask people not to distribute further additions to your work see this (you can't revoke what you have already released under GPL, however you retain copyright and change the licensing terms moving forward) [URL="http://lwn.net/Articles/266675/"]http://www.groklaw.net/article.php?story=2006062204552163[/URL]
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