Post Your Current WIP: V6 "I will stroke a doll. You will benny fit!"
3,015 replies, posted
That's way too nitpicky
at the very least bank your corners
[QUOTE=lintz;52884100]at the very least bank your corners[/QUOTE]
Generally speaking, making accurate roads in hammer is both tedious and doesn't really end up working all that well in-game.
edit: o scheiße pageking have some content
[t]https://steamuserimages-a.akamaihd.net/ugc/854983602725132291/0B73B16825D969A8AAD2A2302C884BA593761993/[/t]
you are weak
[QUOTE=lintz;52884145]you are weak[/QUOTE]
Not like you post yourself, or that you actually have anything constructive to say, other than being salty.
[QUOTE=lintz;52883525]when i say flat, btw i don't mean hilly
[t]https://qph.ec.quoracdn.net/main-qimg-3ac1cee693f07c0de1a9c1e0911b34ee[/t]
not counting potholes and other reasons a road's surface would be anything less than perfect[/QUOTE]
[QUOTE=lintz;52884100]at the very least bank your corners[/QUOTE]
[QUOTE='[MG] Prof. P;52884133']Generally speaking, making accurate roads in hammer is both tedious and doesn't really end up working all that well in-game.
[/QUOTE]
Thank you for the feedback!
Realistic roads don't fit on garry's mod, I mean have you ever tried the physics on this game? I have some plans to diversify the roads, like:
- randomly placing road repair sections (eating up one or more lanes, forcing detours..)
- sand tracks (displacements, so total control on suspension here)
- holes/bumps around the roads on the map
- ramps/tunnels
- suspension testing and etc..
I mean, this is a fresh map, not an apocalypse themed one with f***ed roads everywhere.
For banking, if I had more space I would make a race track with it, but well.. I have a huge brush count just to make some smooth 16 sides turns..
[T]https://steamuserimages-a.akamaihd.net/ugc/867368527052867827/30BB4F02B02926AA6548A151B4576397C40E9AB6/[/T][T]https://steamuserimages-a.akamaihd.net/ugc/867368527052868048/2DA133FA3D26912EB57BB9917BBE35DEBBD6615D/[/T]
[T]https://steamuserimages-a.akamaihd.net/ugc/867368527052868253/C15945A0D247B33811E1D3436F06C92FA5DC0D1F/[/T]
Made a car transporter for the defender!
It looks really good in my opinion. But it works like shit, apparently trailers don't work in gmod. I think?
If someone knows a way to let trailers for cars work in gmod, let me know!
[QUOTE=JAN$3NTJ333;52886612]landie trailer hta90s-d89a-0s[/QUOTE]
What's the problem with your trailer? Tries to overtake you or something? What constraints do you use it to connect to the car?
(also may I ask, is that a 110 or a 130 you made there?)
2005 Ford Expedition
[t]https://steamuserimages-a.akamaihd.net/ugc/872998200454582492/40BD18B17CFAAC400B1F0594F358D337FAEF3922/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/872998200456558655/99A73631BCEC96BC4EE3D8DEBEDA7990C3B3F507/[/t]
Things
Had more time to put into projects, so here's some of them
[t]https://steamuserimages-a.akamaihd.net/ugc/865116901097345054/DDF33158EDE68CAF46E24D6D545C28621E7E103B/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/865116901097344645/CE7A7D7A4C639AC0B8DB728D8B2C0C750BA1D58B/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/865116901097344152/9F4920FF8FFD96BC54CD0A932C43C3642178189F/[/t]
1997 Subaru Impreza WRX STI Type RA GC8 [sp]I like long names[/sp], 287 props, basically made to dick around with boxer engines and because I wasn't happy with my old 22B.
[t]https://steamuserimages-a.akamaihd.net/ugc/869617458043665537/CDA4DB7050030B3A0A1E79BCD669BB14984D051C/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/869617458043665834/D5FE006109DD4C25A05FFC2241BB4B85C7F5DD68/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/869617458043665088/9521E6A52E4C594F45A7FB62716B1C9727D7BB80/[/t]
1969 Datsun 240Z 432. 267 props and probably the most frustrating headlights I've ever done tied with the Celica.
[t]https://steamuserimages-a.akamaihd.net/ugc/865116901097326441/9E22CBB9BC34DE14144FC79979BBAFC961F31C83/[/t]
This thing lost a company a lot of money.
[QUOTE=Whyteboxer;52887657]svx[/QUOTE]
i love it
[QUOTE=JAN$3NTJ333;52886612]
If someone knows a way to let trailers for cars work in gmod, let me know![/QUOTE]
sus on the trailer and PA ballsocket the base of the trailer to the base of the car/truck.
I know a good rope system for trailers, but I'm not at my computer, I'll see if I can post the method w/ pictures later.
[QUOTE=WizardLizard;52888864]I know a good rope system for trailers, but I'm not at my computer, I'll see if I can post the method w/ pictures later.[/QUOTE]
There was an earlier post in this thread that some guy uploaded a trailer roping e2. I've yet to dig it up though.
[editline]14th November 2017[/editline]
[QUOTE='Bob [HD];52888813']sus on the trailer and PA ballsocket the base of the trailer to the base of the car/truck.[/QUOTE]
I find that normal standard ballsocket works just as well, but PA is good enough.
[QUOTE=Magrathea;52886730]What's the problem with your trailer? Tries to overtake you or something? What constraints do you use it to connect to the car?
(also may I ask, is that a 110 or a 130 you made there?)[/QUOTE]
Its a 110, It starts to wobble really bad above ~60 km/h
[QUOTE=JAN$3NTJ333;52886612]
If someone knows a way to let trailers for cars work in gmod, let me know![/QUOTE]
[media]https://www.youtube.com/watch?v=toTgIZq1ETo&feature=youtu.be[/media]
So.. this is a demo of what you can see while driving on Sprint II, What do you guys think of the immersion ? is it believable enough ?
[video=youtube;9Om0Ku5tC6c]http://www.youtube.com/watch?v=9Om0Ku5tC6c[/video]
i think it looks a little dull, especially the road driving
[IMG]http://blogfiles.naver.net/MjAxNzExMTVfNSAg/MDAxNTEwNzUyMjQwNDYy.Ws6JnOjU4v6Bn2M5yzUTMxWcA2hIpZTUA9GIzR_eqBwg.C74VhJU3H8mNk-1ES9tTC7IxSmxAE6YCO_HZ2gBrwokg.JPEG.kai228/20171115220544_1.jpg?type=w1[/IMG]
[IMG]http://blogfiles.naver.net/MjAxNzExMTVfMjk3/MDAxNTEwNzUyMjQwNDY3.1mXl-gu1XT0NGQxx73t4R5esBHNq5fqkDLQycy6jUxwg.RLSg6NSvJyDBveOSnK_IDFYu-9vfETO-d3jJp0eqrcog.JPEG.kai228/20171115220552_1.jpg?type=w1[/IMG]
[IMG]http://blogfiles.naver.net/MjAxNzExMTVfMjE5/MDAxNTEwNzUyMjQwNDcw.mge88p0qdtOVup0BKGvtkp3lCDZr8yAcTwBTFCCDQ7cg.uN9t2S33gU2tgH-jTJHigl0T9YkxQOC9KO6X3jtnjzAg.JPEG.kai228/20171115220600_1.jpg?type=w1[/IMG]
Mitsubishi evo VIII
[img_thumb]https://steamuserimages-a.akamaihd.net/ugc/867368700918463736/DADA9F93E38A8AE4137571699272DFAC4C1E1A89/[/img_thumb]
[img_thumb]https://steamuserimages-a.akamaihd.net/ugc/867368700918465497/287049293DA85A2467884053411E5F9541CB6985/[/img_thumb]
Redesign the front
[img_thumb]https://steamuserimages-a.akamaihd.net/ugc/867368888873896213/E4B1BEE4B79D19B6DC583EE15AE3178B33202D8E/[/img_thumb]
please do the whole thread a favor and use tags.
mini content - bmp thing
[t]https://puu.sh/ymPct/92bd9836bf.jpg[/t]
[t]https://puu.sh/ymPaG/15b50d5572.jpg[/t]
I have been wanting to make a Hummel for some time now, and I finally made one.
[T]https://steamuserimages-a.akamaihd.net/ugc/870746400645390568/CC35FAA4A3445EB5A0142BE22A710B1E0A1CF1B3/[/T]
[T]https://steamuserimages-a.akamaihd.net/ugc/870746400645391519/FD0CCBC6A0388822445C7F2CFBD3555557426317/[/T]
[T]https://steamuserimages-a.akamaihd.net/ugc/870746400645392233/ED6F4366A1DDC3BB50F6688428EE0EA5D407BC55/[/T]
[T]https://steamuserimages-a.akamaihd.net/ugc/870746400645392478/1A46FC93E8FCE5D8A7901025B6CBE5E77070838E/[/T]
Been hearing a misconception going around recently and I'd like to hopefully clear this up with those who have been erroneously making this claim.
The rope effect from wiring two different wiremod components, 0 width or not, should not/does not cause any [I]server[/I] performance impact. The only part the server takes is communicating the two end point positions of the connection between the components, the rest is done by the [I]clientside[/I] render library.
I don't want to start any drama, I've just heard that some people have been using this as a reason to get mad at those who don't put their wire components directly on their vehicle.
Please correct me if I'm wrong as I'm open to learning something new if this an actual issue that hasn't been touched on frequently before.
Content so I'm at least a little bit on topic - I did a little bit more work on that Bell 206, but I'm lacking motivation so time to stare at it for hours pretending to work on it.
[t]https://steamuserimages-a.akamaihd.net/ugc/859486295912788493/9F3D8AC31DE1331F4463BF962F8E448696D674C2/[/t]
stunt ramp number 3.
[t]https://steamuserimages-a.akamaihd.net/ugc/858361687102110972/EFC1503E4AADE710079D774802EA5F26A7B140E1/[/t]
mobility is on the lower end, maneuverability is clunky and the armor is squishy but its enough to soak up shots and that 120 is D E L I C I O U S.
i might try to stuff it all into a slightly more compact package to see if it can be done.
(still technically a wip because hull details and the interior layout isnt set in stone, is more of a learning experience than a true mbt)
Whats better then a car? a car made out of fridge doors! :buckteeth:
[t]https://steamuserimages-a.akamaihd.net/ugc/872998386573846565/5866BEAFECA72EEDD49D1BEFE748ADA0CD62BFF5/[/t]
[QUOTE=Guy123;52894818]wire ropes or whatever[/QUOTE]
someone should just peek in the lua files and check how it all works, or better yet ask a wire dev
[QUOTE=Guy123;52894818]ropes[/QUOTE]
It won't affect the server, but it will be drawing shadows if you stretch it across a big map, and tank your fps. Eventually it'll crash you too with really high memory usage.
Maps with dynamic shadows disabled won't have this issue.
[editline]oh[/editline]
This seems to be fixed actually? I can't reproduce it now
Sorry, you need to Log In to post a reply to this thread.