• Post Your Current WIP: V6 "I will stroke a doll. You will benny fit!"
    3,015 replies, posted
Beech A-38 Grizzly [t]https://steamuserimages-a.akamaihd.net/ugc/866234967547893994/87590BD6189E54A35851A64880575329E4632408/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/866234735982931706/B926E220CEAD1576AD15F66EC96A969125D51FD7/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/866234967547892934/9AF5091E3487CCF8359D718AFCE85105B00E0F21/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/848220544912676800/792354F58E575C44B37AC52D9D597513423505AA/[/t] might make the truck that hauls this idk
[QUOTE=Jack Kanoff;52590849][video]https://youtu.be/oRxWC9vHBaw[/video] kids playing gmod can do better then north korea[/QUOTE] What model/textures did you use for the flame holo? Looks incredible.
[QUOTE=ted234521;52592332]What model/textures did you use for the flame holo? Looks incredible.[/QUOTE] i didnt make that part i didnt make the missile itself walrus18 gave it to me along time ago for this project but i just got the know how to finish it. The mats used are "models/props_combine/tpballglow" and "models/props_combine/tpballglow"
personally I have had some luck with the antlion hill models stretched out quite a bit. Several of them rotating will create a pretty decent rocket flame effect.
[QUOTE=Jack Kanoff;52592005][t]https://steamuserimages-a.akamaihd.net/ugc/848220544912676800/792354F58E575C44B37AC52D9D597513423505AA/[/t] might make the truck that hauls this idk[/QUOTE]That thing looks boss. It might even fit the size of the NPR-a-like I've been crunching on for a couple weeks!
I made a handy little e2 for playing around with Bezier curves. [CODE]@name Bezier_Toolkit @inputs @outputs X Y T PointsArray:array Vel Dbez:vector2 BezV @persist X Y T PointsArray:array Vel Bezier:vector2 Dbez:vector2 BezV @trigger interval(100) ################################################################# #Welcome to the Bezier toolkit, written by iwancoppa #This e2 will let you play around with Bezier curves, and #is designed to be used with a wire oscilloscope screen. # #Debugging the e2's output will also provide you with further #information. # #Vel is the velocity of a particle on the curve, given DT/dt = 1 #Dbez is the current step's XY minus the previous step's XY #BezV is the actual velocity of the curve's trace #T is the "Time" being fed in to the curve, and is bounded [0,1] # #Please feel free to use and distribute this E2 as you like. # # #If you're going to put Bezier curves in to production code, #don't use the recursive function - especially for high orders. #recursive Bezier curves have Binomial - worse than O(n^2) complexity. #Order 2 = 3 calculations. Order 3 = 6 calculations. Order 4 = 24. #This quickly gets out of hand, especially since the recursive #function is not terrifically efficient. There is plenty #of information available online that will allow you to generate #an explicit solution for an Nth order curve. Wikipedia provides #solutions for up to cubic curves. if(first()){ function vector2 bezier_2(T,Points:array){ #Pre-baked function for a second order bezier(3 points) return (((1-T)*(((1-T)*Points[1,vector2]) + (T*Points[2,vector2]))) + (T*(((1-T)*Points[2,vector2]) + (T*Points[3,vector2])))) } function vector2 bezier_2_derivative(T,Points:array){ #Pre-baked function for a second order bezier's derivative(3 points) return 2*(1-T)*(Points[2,vector2]-Points[1,vector2])+2*T*(Points[3,vector2]-Points[2,vector2]) } #The derivative of a Bezier curve is a Bezier curve of the order n-1. The bezier_derivweights function calculates the points of the derivative curve function array bezier_derivweights(Points:array){ local Weights = array() local Count = Points:count() for(I=1,Count-1){ Weights[I,vector2] = (Count-1)*(Points[I+1,vector2] - Points[I,vector2]) } return Weights } function vector2 bezier_recursive(T,Points:array){ #Calculates the curve recursively #Please do NOT use this in production code. The recursive solution is only useful for testing curves of various orders #without having to modify code every time. Hardcoded examples, such as the quadratic bezier functions above, are far more efficient. local Dimension = Points:count()#count the array... if(Dimension == 1){ #conditionally do the single-point case... return Points[1,vector2] } else{ #else, create two arrays, remove an entry from each #Note: Because E2 indexes arrays at 1, all the code is written P1...Pn. Online literature will prefer P0 notation local PointsUpper = array() local PointsLower = array() for(I=1,Dimension-1){ PointsLower[I,vector2] = Points[I,vector2] ##P2...Pn PointsUpper[I,vector2] = Points[I+1,vector2] ##P1...Pn-1 } local BezierUpper = bezier_recursive(T,PointsUpper) #Recursion magic! local BezierLower = bezier_recursive(T,PointsLower) local Return = ((1-T)*BezierLower) + (T*BezierUpper) #If you're paying attention, you might notice that the output return Return #is a first order Bezier curve between the two recursively calculated curves! } } PointsArray = array(vec2(0,0),vec2(0.9,0),vec2(0.9,0),vec2(1,1),vec2(1,0),vec2(1,0)) #Fuck around with this. Curve order = # of points - 1 } Dbez = Bezier Bezier = bezier_recursive(T,PointsArray) #calling the Bezier function... Vel = bezier_recursive(T,bezier_derivweights(PointsArray)):length() #And calling the Bezier's derivative Dbez = Dbez - Bezier #Last execution - current execution BezV = Dbez:length() #Distance between executions, aka "velocity" along the curve #Increments T, constant velocity along the curve T = T + 0.01/Vel T = mod(T,1) #Handling Render on an Oscilloscope screen X = Bezier:x()*2 - 1 Y = Bezier:y()*2 - 1 [/CODE] Also discovered a fun E2 bug. Array[Index,type]#comment = compile error Array[Index,type] #comment = compile success! :mysterysolved:
-snip found out what a bezier curve is-
[video]https://youtu.be/8KefClRys-E[/video] trying to get better with e2 slowly but surely
[QUOTE=Jack Kanoff;52593735][video]https://youtu.be/8KefClRys-E[/video] trying to get better with e2 slowly but surely[/QUOTE] is that an replica of the iron dome or something else?
[QUOTE=M0SKAU;52593829]is that an replica of the iron dome or something else?[/QUOTE] its american patriot missile trailer thingy [t]https://upload.wikimedia.org/wikipedia/commons/thumb/f/f8/Patriot_missile_launch_b.jpg/300px-Patriot_missile_launch_b.jpg[/t]
I have a sós bzockz Planning to have it so when you press a button, it notifies me on the dashboard of my recovery van/car [t]http://i.imgur.com/JA1zd64.jpg[/t] [t]http://i.imgur.com/5JZoY74.jpg[/t] [t]http://i.imgur.com/zuEgjGe.jpg[/t] Might I add. CONGRATS ON 55 PAGES!
[t]https://puu.sh/xfcH4/63a6916463.jpg[/t] Model T Torpedo Roadster.
[t]https://steamuserimages-a.akamaihd.net/ugc/851598253164906085/269148B9F62E6BCBC5F59CF3D8A0B1BC28B03116/[/t] hull still isnt detailed trying to get the turret how i like it hope someone can guess what it is lol Update: [t]https://steamuserimages-a.akamaihd.net/ugc/851598253165024052/BD692BA854A6C49FBDA41F716132F3A91B0225A8/[/t]
Hey, Some things. I haven't posted lately due to time constraints with Work and Exams, but here [t]https://steamuserimages-a.akamaihd.net/ugc/844843004723386458/72E08C7703B9A549B202AEC44A31F422886B824D/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/844843004723385927/42C390EEF09D7675FB21D54D9B162BBBB97C9EAC/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/844843004723385449/DCA5DE791624E4CE6B136FD7F05A26C6BE7297CC/[/t] 1993 Mazda RX-7 FD3S, 269 props, pain in the ass to get smooth; 1997 Subaru Legacy 2.5GT, 296 props, had some fun connecting 2 0.9L I2s to make a lightweight, relatively high power B4; and Finally, 1997 Toyota Celica ST205 GT-Four. 297 props. the headlights ALONE had around 6 hours of redesigning put in. Oh also did this for fun: [t]https://steamuserimages-a.akamaihd.net/ugc/844841281462546757/F1AD3E02292FF00D3D578C8CEC33080E4BB3AD16/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/844841193624901825/9507462F6E03F0AB35996D84F4601C1640EDFA5A/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/844841193624901332/46D24449C0507523D0C21AF752DBA135EA6130E5/[/t] 2017 RedBull Racing RB-13 Hybrid. 155 props and quite a few holograms for livery stuff, suspension components and misc. aero
Evidently I need a translator or something for that AO guide, because I followed it to a T and I still can't get the darn thing working. Somehow the new Garry's Mod profile just magically gains an hl2.exe in the guide screenshots, have restarted multiple times and still nada. Anyone willing to help? Also, content to appease the content gods, have an LVT [t]https://steamuserimages-a.akamaihd.net/ugc/844840012259277299/62F928E84740B1AF04897846F6F8255021D9D74C/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/844840012259280416/726F0698118C195080A2511CAA387CE8C58C7A34/[/t] Treads water at a decent speed of 8 knots through the magic of applyforce on the baseplate, can do 40km/h on land. Standard armor on the turret, only 15mm max on the hull.
From one of my garrysmods.org tank releases: [img]https://my.mixtape.moe/lhxizw.png[/img] brb weaponizing field gens
[QUOTE=Amplar;52595570]From one of my garrysmods.org tank releases: [img]https://my.mixtape.moe/lhxizw.png[/img] brb weaponizing field gens[/QUOTE] I wonder if I can make a tank that just has a field generator on the front and ram it into people. would get banned instantly.
Prepare for content drop. [t]https://steamuserimages-a.akamaihd.net/ugc/852724159528727523/670DD34987AA1AD4BDB5D0D007D990962AAF17F1/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/852724159528727856/4AE1C6A6DA4B9BC2D528370753DEA8F4B6F08F85/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/852724159528728034/C2AD1147FB3AACDF6BF83F7B75260D16AB9BF031/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/852724159528728181/1A77224F81BE184466A9436DED0B31F32BAB922D/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/852724159528728323/81ED7F3D27BC1FEEE12EA4175963FE5A7D5D6177/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/852724159528728446/40C3619A584B3FD2AFFF4AB96357B373D7AA3E5F/[/t] Hits 170km/h, weighs 1.1 tons and skids. 250 props, 100 holograms. Quite fun to drive.
[t]https://puu.sh/xgdVl/19e7403611.jpg[/t] Progress. feat. Ambient Occlusion
[QUOTE=MrDwarf11;52598826]Progress. feat. Ambient Occlusion[/QUOTE] Does everything look absolutely gorgeous with ambient occlusion? Because oh my god...
[QUOTE='[MG] Prof. P;52598995']Does everything look absolutely gorgeous with ambient occlusion? Because oh my god...[/QUOTE] I wish there is some equivilent forcing method for AMD, so nice it looks.
[QUOTE=YOMIURA;52599001]I wish there is some equivilent forcing method for AMD, so nice it looks.[/QUOTE] I wish there was an official download for Nvidia Inspector so that I dont have to get it from sketchy russian websites.
[QUOTE='[MG] Prof. P;52599025']I wish there was an official download for Nvidia Inspector so that I dont have to get it from sketchy russian websites.[/QUOTE] I wish it was a thing for gmod itself because its buggy as hell
[QUOTE='[MG] Prof. P;52599025']I wish there was an official download for Nvidia Inspector so that I dont have to get it from sketchy russian websites.[/QUOTE] Literally on the guide page: [URL="http://www.guru3d.com/files_details/nvidia_inspector_download.html"]http://www.guru3d.com/files_details/nvidia_inspector_download.html[/URL]
I recreated that cinematic camera tool on the workshop in E2 since it doesn't seem to work properly in multiplayer. Spent [I]WAY TOO LONG[/I] trying to get the angle smoothing to work properly but I think I finally got it. [media]https://www.youtube.com/watch?v=KaWLmhpLOX0[/media] I'll probably release this whenever I feel like it's finished, could be useful for car showcases or something. I might also add a mode where it keeps X distance from a vehicle, so you could so something where it follows you as you drive.
[QUOTE=Guy123;52600389]sexy camera thingy[/QUOTE] (also I take credit for the car just in case anyone wants to know) So I haven't really been working on anything today, but I decided to screw with Nvidia Inspector and use ambient occlusion and OH MY GOD... [t]https://steamuserimages-a.akamaihd.net/ugc/856101944689758249/FFAB22D08EF7490A217495241151A6A3532A1354/[/t] [t]https://cdn.discordapp.com/attachments/284170227951075330/349579894830792704/yes.PNG[/t]
":snip:"
It's been a while since I've made anything, so [t]http://i.imgur.com/0VB0VT8.jpg[/t] MCI MC9 Kinda shitty but eh [B][I][U]EDIT:[/U][/I][/B] [t]http://i.imgur.com/MfKBBcn.jpg[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/845968984784737600/5FCA12E21129CCB0B891DD9CBB4F0AE1A5110052/[/t] tried to make it look like that one little star wars walker thingy idk i like it quite yet from the front its kinda fat :( colur [t]https://steamuserimages-a.akamaihd.net/ugc/845969076206644835/E60D0D4856970E2D074879930BB47673B2CA3F05/[/t] got it walking using a e2 i found made by sky striped all the stuff out of it for the holo skeleton it goes pretty fast trying to learn form this e2 very hard for me to understand
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