• Gravity Hull Designator - a true Localized Physics mod
    2,122 replies, posted
  • Avatar of bobsmit
  • I am giddy like a twelve year old girl. This is something I think everyone who has ever played gmod has been hoping for since the day they bought it. Is there any way the method you are using can be expanded to support spherical spacebuild planets?
  • Avatar of SuperLlama
  • oh yeah, that one. I could probably make polyweld work with minimal effort, just need to add a queryphys check for GhostSetup. EDIT: Spherical planets will probably be my next project-- it'll probably be a SENT separate from the gravity hull designator, but I think I have a way to do it. It's pretty complicated and involves layers of overlapping invisible plates, but I think it will work.
  • [QUOTE=raBBish;29642938]I believe he means this: [url]http://www.facepunch.com/threads/950817-Perma-Poly-Weld[/url] In which case I doubt it works.[/QUOTE] Well, it works on SBEP items. It should, theoretically, work on single-prop models, as long as there's a closed space inside.
  • Avatar of mecaguy03
  • :aaaaa: Can you freeze props? I never saw you do so in the videos. I sure hope so.
  • Avatar of SuperLlama
  • Yeah, if you freeze a prop inside it'll stay oriented within the hull as if it was welded to the ship. Same with player noclip.
  • Avatar of glitchvid
  • [QUOTE=raBBish;29642938]I believe he means this: [url]http://www.facepunch.com/threads/950817-Perma-Poly-Weld[/url] In which case I doubt it works.[/QUOTE] (yes that) Polyweld was such an awesome idea; it just needed some bugfixes so it wouldn't crash.
  • Avatar of SuperLlama
  • Believe it or not, I was planning on making polyweld too back a year ago, it was #4 on my attempting the impossible list. I had planned to do it via lua with some vigorous tracing and physghosting, but decided not to since someone else ended up doing it first. I might try it anyway though.
  • Avatar of SteelReal
  • [QUOTE=SuperLlama;29643240]Believe it or not, I was planning on making polyweld too back a year ago, it was #4 on my attempting the impossible list. I had planned to do it via lua with some vigorous tracing and physghosting, but decided not to since someone else ended up doing it first. I might try it anyway though.[/QUOTE] Please just work on this for now.
  • Avatar of raBBish
  • [QUOTE=SuperLlama;29643240]Believe it or not, I was planning on making polyweld too back a year ago, it was #4 on my attempting the impossible list. I had planned to do it via lua with some vigorous tracing and physghosting, but decided not to since someone else ended up doing it first. I might try it anyway though.[/QUOTE] Doing it that way would be practically a Lua version of weld. Haza's module edits the physics objects, which makes it much, much better than traditional welds or parenting.
  • Avatar of SuperLlama
  • Yeah, I won't start on any other projects until this one is perfect. I'm definitely not going to abandon it, but it might go through a slow time now and then while obligations are performed (existing projects, like runecraft and a game engine I'm writing), but I won't leave it until it's finished. EDIT: And yeah, I was going to work with ENT:PhysicsFromMesh.
  • Avatar of raBBish
  • [QUOTE=SuperLlama;29643346]Yeah, I won't start on any other projects until this one is perfect. I'm definitely not going to abandon it, but it might go through a slow time now and then while obligations are performed (existing projects, like runecraft and [b]a game engine[/b] I'm writing), but I won't leave it until it's finished.[/QUOTE] [url=http://llama.cerberusstudios.net/junk/cyfyre/]Cyfyre[/url]? :v: ([url=http://llama.cerberusstudios.net/junk/cyscript-npp.png]Cyscript[/url] looks interesting too) Happened to find that index when I was trying to find your Steam profile... the Steam ID thing in your profile isn't your username, you put your custom URL in it.
  • Avatar of mecaguy03
  • [QUOTE=SuperLlama;29643240]Believe it or not, I was planning on making polyweld too back a year ago, it was #4 on my attempting the impossible list. I had planned to do it via lua with some vigorous tracing and physghosting, but decided not to since someone else ended up doing it first. I might try it anyway though.[/QUOTE] And what else is on this list of impossible things?
  • Avatar of SuperLlama
  • Wow, surprised that that's still in there. Cyfyre was my attempt at an engine several years ago. It later changed to Cyprus, which became a neural net engine, which ended up being too complicated and abandoned due to instability. Now I'm working on a new engine called Borealis, with the original intention to just make a quick engine for a puzzle game, but my obsession with unique code ended up making it just as weird as Cyprus, only stable. It's a crazy node graph that processes as well as renders, and is quite modular. It's going pretty good and cerberus studios and I are working on the dev tools in a few days. EDIT: The original list was: #1) prop cutting #2) deformable terrain #3) localized physics (it was the most popular idea, so I started on it first and this is what it became) #4) solid welds, aka polyweld I'll probably add spherical planets too, perhaps even mountainous ones.
  • Avatar of Master117
  • Holy fuck nuts batman. I think I have to start playing gmod again JUST for this. Wow. Space build is going to be so much more epic with this... Now we don't have to worry about applying keep-upright for ships.
  • Avatar of raBBish
  • [QUOTE=mecaguy03;29643507]And what else is on this list of impossible things?[/QUOTE] Prop slicing (done), deformable terrain, localized physics, "solid welds" (done), proper wheels. [url]http://www.wiremod.com/forum/wiremod-addons-coding/19847-attempting-impossible.html[/url]
  • Avatar of Master117
  • Someone NEEDS to recreate [img]http://ahunavairya.files.wordpress.com/2010/09/mc_escher_relativity_623x600.jpg[/img]
  • Avatar of Grea$eMonkey
  • [QUOTE=Master117;29643634]Someone NEEDS to recreate [img_thumb]http://ahunavairya.files.wordpress.com/2010/09/mc_escher_relativity_623x600.jpg[/img_thumb][/QUOTE] Gonna need a modeler for that.
  • Avatar of glitchvid
  • [QUOTE=Grea$eMonkey;29643711]Gonna need a modeler for that.[/QUOTE] If I had my old HDD I'd prove you wrong ...
  • Avatar of Grea$eMonkey
  • [QUOTE=glitchvid;29643765]If I had my old HDD I'd prove you wrong ...[/QUOTE] Not sure what you're trying to say by that, but I'm pretty sure he said the script won't work on brushes, only props.
  • Avatar of Master117
  • [QUOTE=Grea$eMonkey;29643711]Gonna need a modeler for that.[/QUOTE] Might be painstakingly possible to recreate it with the PHX stuff. I miss gmod, but the user-base has gotten... well, a but too young for me. Plus it's a pain trying to keep everything updated well enough, and then those servers where you have to dl 1000+ extra files for whatever reason. Maybe it's different now. Last time I played was long before that new toybox thing garry added.
  • Avatar of Grea$eMonkey
  • That brings up a good point. What about a stairs model? Would the player glitchily snap to new angles for each step, or does it use StepSize to treat them like normal stairs?
  • Avatar of Bletotum
  • i'm pretty sure phx comes with a stair block(and of course we all know gmod has phx by default now) edit oops late
  • Avatar of SuperLlama
  • The tool is contraption-specific, not face-specific, so down will always be the direction each prop was sitting when you first shot something welded to it. Stairs will work just fine.
  • Avatar of Red_Eyes
  • I haven't played gmod for months, but this makes so many things possible I'll probably start playing again
  • Avatar of mmmh
  • Suddenly gcombat is relevant again! Space-builders and hovercraft extraordinaires rejoice!
  • Avatar of GravyKing
  • Can't use this tomorrow since the new update started the "CTD upon startup" bug. [editline]5th May 2011[/editline] Again
  • Avatar of mecaguy03
  • Im going to make some big fast moving object, and then im going to build contraptions on it.