SProps - Tiled Triangles, Cylinders, Fittings, More
381 replies, posted
The large gears have pitch circles equal to the number of teeth, and the teeth themselves are two units long. I haven't done much testing but theoretically
this means you should be able to move the PA points one unit inward on each gear to create the perfect mesh?
Of course, source physics are far from perfect, so that probably wont work. I'll mess around with them and see.
For some reason, the ring gears were causing tons of lag at anything over fifty RPM. So much lag it caused
singleplayer to lerp and disconnect (red text and everything). I'll try to fix them but there isn't much I can do.
Can't change the mass centers but the coordinate centers should be correct. If you use the coordinate center and PA axis it will work fine.
Edit: Placing the bevel gears perpendicular by PA points on the very ends, and then nudging them both out by one unit seems to mesh them pretty well.
Probably somewhere between these two would be best:
[img]https://dl.dropbox.com/u/10388108/modelpack/glineup.png[/img]
[QUOTE=unrezt;39370694]The large gears have pitch circles equal to the number of teeth, and the teeth themselves are two units long. I haven't done much testing but theoretically
this means you should be able to move the PA points one unit inward on each gear to create the perfect mesh? [/QUOTE]
It will be slightly less than 1 unit each, because you need clearance (see [URL="http://www.facepunch.com/showthread.php?t=1201734&p=39319286&viewfull=1#post39319286"]my diagram[/URL]), you don't want the point of the tooth touching the base circle.
Also, unrezt, I think you are using the term pitch circle incorrectly. You are talking about the base circle diameter. The pitch circle diameter would be the exact distance needed to create a perfect mesh (what MrWhite is asking for). Correct definitions are here:
[img]http://www.bath.ac.uk/idmrc/themes/projects/delores/co-design-website/dpg/grs/grs12.gif[/img]
I was referring to the blue circles in my picture as pitch circle/diameter, was that incorrect?
Yes. My diagram wasn't clear, I changed it above for a better one. Pitch circle diameter is, by definition, the distance for a perfect mesh, and accounts for clearance. See also: [url]http://en.wikipedia.org/wiki/Gear[/url]
It might be helpful to scale your gears so that the ([B]pitch circle dia[/B]) = (teeth number)
I think, the clearance is simply the minimum distance at which there is no contact + a little % for floppy axis; you want the teeth to mesh as far as possible, but you really dont want the "tip circle" dia touching the "root circle" dia of the opposing gear. You'l need to experiment to find the optimum.
[QUOTE=unrezt;39318208]
Hopefully somewhere down the line there will come an offline .gma packer that does not
require the workshop.[/QUOTE]
[URL="http://www.facepunch.com/showthread.php?t=1242185"]Here you go, although gmod can't load them yet.[/URL]
[editline]27th January 2013[/editline]
[QUOTE=unrezt;39370694]
Can't change the mass centers[/quote]
[URL="https://developer.valvesoftware.com/wiki/QC_Commands"]Changing the masscenter is a .qc command, ctrl + f "masscenter" to find the command.[/URL]
Don't change the mass centres! That makes them unrealistic! Just put a cross on the texture - or use the co-ordinate centre. It's PA's fault that mass centres have to be used.
Not going to, I already suggested that the coordinate center be used.
Yeah, the only reason I suggested changing the mass center is because if they're on a contraption and spinning off center, weld and axis flop kicks in and they kill themselves. Either way, they're fantastic models though, and those reuleaux cams are perfect.
Have you ever thought of adding a wheel with a smaller tire sidewall, by chance? The current wheels are great, but there is that one wheel model with the texture rim still. Planning on doing anything with it?
Not sure. I've never even seen anyone use those wheels yet.
I would like to add two or three sizes of several wheels with different rims (actual wheels, not textures) in their place, but its too late to remove them now.
Well I feel kinda like I'm intruding on y'alls conversations but I wanted to say I've really enjoyed working with these and wanted say great job on them!
I have a major issue, about 95% of the props are errors and won't spawn. The 5% that work are the basic blocks. Anyone know how to fix it?
[QUOTE=DrInKoDrIvO;39487240]I have a major issue, about 95% of the props are errors and won't spawn. The 5% that work are the basic blocks. Anyone know how to fix it?[/QUOTE]
In detail, explain to me how you are installing the addon.
[QUOTE=unrezt;39488372]In detail, explain to me how you are installing the addon.[/QUOTE]
I put the 'sprops' folder (containing materials, models and lua) in 'addons' and the 'settings' folder in 'garrysmod'.
I have, but a request!
In the PHX model packs, the 'plastic' (and cubed) models go to size 8 and then skip to 16, 24, and 32. Is there any chance I can get fantastic mister Unrezt to get x9 - x15 sized props? It makes train building so much easier to do! They are more accurate and I genuinely use less props. You'd be doing a lot of builders a favour.
:okay:
-snip- Nevermind, this doesn't even have proper weight.
Just a few questions regarding cylinders:
Maybe I'm blind, but did you ever add size 9 diameter domes? I know it was a hot topic a month or two ago, but then I never heard about it again.
Also, what's with the way cylinders accept materials? It seems that any material on a cylinder gets shrunk by half compared to a plate or block. Any reason this was done?
Nope.
When I rescaled all the texture coordinates, I couldn't get the sprops grid to fit properly with 48x uvw mapping on the cylinders, so I left them at 12.
I need to remodel(they use 16 sides instead of 32 like everything else) and texture all of the cylinders and fittings but I haven't gotten around to it (and it will be tricky getting the exact same dimensions on the fittings).
When I created those I had not planned on this project becoming what it is now.
Is the svn in the first post up to date? I've updated, but I don't have the gears, and I'm really itching to try them out. Thanks!
It is likely that you forgot to update your spawnlists.
Remember, every time new models are added you must delete the old sprops spawnlists
from the [i]garrysmod/garrysmod/settings/spawnlist[/i] folder, and then copy the settings
folder from the addon into [i]garrysmod/garrysmod[/i].
Wish garry would fix this, I get people reporting this problem to me every day.
I really like your model pack. A whole lot better than what PHX offers. If you don't mind me asking, I'd like to request if you could add tube sizes of 192 and 384. For some odd reason I tend to build a lot of contraptions out of tubes. I am hoping that the two larger sizes will be of good use for everyone.
-snip-
I added those 12 diameter tubes people have been asking me for, enjoy.
• Remodeled 12 diameter cylinders, fittings, domes. They are now 32 sided like the tubes.
• Remodeled the spheres. They are now UV spheres instead of Icospheres, so they will line up with the cylinders, tubes, etc. Also added 9 diameter sphere.
• Finished the square-hole plates, these have been missing for a while now, finally got around to it.
[t]https://dl.dropbox.com/u/10388108/modelpack/newsqholes.png[/t]
Don't forget to copy over the spawnlist folder, and delete the old ones. You might want to re-render the icons too.
This model pack is gold, and phx should be replaced with this.
I've noticed something awhile ago and kept forgetting to report on it.
The mipmaps are too blurry and change way too fast.
I'll stand only 60 units away and the textures are very blurry and not aesthetically pleasing.
Yes I know. If you have suggested mipmap settings I would be happy to test them. I tried a bunch of different ones and couldn't get better results, always either too blurry or not blurry enough
[QUOTE=unrezt;39764845]Yes I know. If you have suggested mipmap settings I would be happy to test them. I tried a bunch of different ones and couldn't get better results, always either too blurry or not blurry enough[/QUOTE]
I only went through a couple. The ones I found to look the best out of all was Mitchell or Bessel.
I'm also pretty sure you can manually make the mipmaps. I'm not sure how you do it though.
[QUOTE=unrezt;37002930][img]https://dl.dropbox.com/u/10388108/modelpack/logo3.png[/img]
[i]Note: [url=http://www.facepunch.com/showthread.php?t=1201734&p=37086607&viewfull=1#post37086607]Click For Complete Model List[/url][/i]
[b] As of 1/29/2013, this pack has over [u]2400[/u] models![/b]
[b]The workshop is fine for small projects, but for something as large as this it would not work well, as the
workshop forces you to download the entire addon each time it updates. Any version of this addon you find that is not uploaded by me
is [u]unnofficial[/u] and was uploaded without my knowledge, let me know if you find one.
[u]Please do not re-upload this.[/u].
Due to what I can only assume is a bug(I hope its not working as intended), you need to move or copy the addons/sprops/settings folder
to the main garrysmod directory to get them to show up. If they reordered themselves, you need to delete the ones that are already there, too.
[url=http://www.facepunch.com/showthread.php?t=1201734&p=38181466&viewfull=1#post38181466]Spawnlist Creation Guide[/url][/b]
[b]About:[/b] This is a model pack I have been working on that I feel is ready to be released.
This really isn't meant to replace phx, but I know a lot of people are tired of the problems
phx has, scattered and useless props and missing sets or individual
props within them. Hell, dozens of phx props aren't even in the spawn-lists. And one of the most
annoying things is the seemingly random base scale it uses. Where a 12x12 unit phx square has actual
dimensions of 11.865x11.865, the sprops alternative is exactly 12x12. Eventually this pack will include
all the standard shapes phx has, plates, bars and whatnot, but in a cleaner and more organized/consistent form.
Included so far is a large variety of sizes of triangles, cylinders, pipe fittings, geometric shapes, plates, and cubes, and more.
So far, over 2,000 models, with more are on the way!
[b]Download:[/b] [url=http://shadowscions-construction-props.googlecode.com/svn/trunk/]SProps SVN[/url] [i] - last updated 2/11/2013[/i]
[b]Change Log:[/b]
• [i](2/11/2013) - Finally added diameter 12 tubes/thin tubes and their respective half/quarter pieces.[/i]
• [i](1/26/2013) - Added more symbols, added a second skin to the exhausts!.[/i]
• [i](1/25/2013) - Added a [url=http://www.facepunch.com/showthread.php?t=1201734&p=39362903&viewfull=1#post39362903]gear pack[/url], tons of gears!.[/i]
[b]Features/Advantages over PHX:[/b]
• In SProps, 12 is 12. In PHX, 12 is 11.865.
• Complex shapes all have LODs.
• Model names represent actual dimensions and are in organized spawn lists.
• A much larger dimensional variety than PHX.
• Many shapes phx lacks(cylinders, fittings, geometric shapes).
• Models are consistent in form(style, naming, etc), as they were all modeled and textured by me.
[b]Whats Next?:[/b]
• I need suggestions.
If you have any questions, feel free to ask. If you need to report a bug, or want to suggest something, let me know!
Types of bugs I am interested are redundant or missing set models, misaligned textures, and improper mirroring or alignment with Precision Alignment.
If you install this on your server and would like me to put your server IP in this post, let me know!
Thanks to EvacX for ideas. And thanks to anyone else who supports this project.
[b]FAQ:[/b]
[b]Q:[/b] How do I download this?
[b]A:[/b] Use [url=http://www.facepunch.com/showthread.php?t=688324]Divran's SVN Tutorial[/url] if you are new to SVN.
[b]Q:[/b] The models in-game don't look like the pictures!
[b]A:[/b] The cylinders, tubes, and most models in Misc all use LOD models. This means the further away you are from them, the lower quality they become.
Unfortunately this also means you will have to play with model qualtiy set to [b]High[/b] in order to see the real model. Really, you should have this set to
high regardless of your computer, as it only affects those models with LODs anyway.
[b]Q:[/b] Can I help with the models?
[b]A:[/b] While I appreciate that you would like to help, in order to keep this from becoming the mess that PHX is, I need to keep this as consistent as possible.
That means everything has to be modeled in a specific way, by me. So, no, sorry, but if you have suggestions I am all ears![/QUOTE]
This should be added in garrysmod ass well. Because why just PHX3 to be added.
Any reason why everyone freezes up when someone spawns a creation they made with SProps?
I'm heavily assuming it's because of it loading the models, but I don't get nearly that hard of a freeze from other addons people do that with, like spacebuild/SBEP props.
Does it happen with your contraptions or just everyone else's? I have never had any issues with it, but it could be they are spawning using materials that you don't have, that usually freezes the game quite a bit.
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