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Well the flag is just is.. It ignores the type so the user may not accidentally mesh gears of different types that will supposedly not mesh with each other. However at the time of developing it I did not have such tools developed as I have now, so that is mislead of the current database. I have to put all the ones that mesh together nicely in a single TYPE and create categories for each of them, currently however I do not have time to spare on it so we have that. I will update this after the PR I do for TA.
If it says "Ignore Gearbox Type", And if it were checked it would "Ignore" the Gearbox mechanic and wouldn't spawn the vertical gears. If you ask me it just seems like they're switched, I'm sure you can tell me otherwise.
But Thanks Again. 👍
Yep.. Attest you shared it. It seems to me that "Ignore gearbox type" is not checked. I use this flag if you need to stack gears of different types. Some types do fit to each other but the majoity do not. Second if you need to mech gears you need to ise stacking so please set "Pieces count" to something different than zero... To stack one item 1, to stack to 2 and so on...
But hey, at least the Rack problem now has a somewhat solution So Thanks man. 👍
(I say somewhat because sliders are kind of a pain of precision for me)
Please see the followng issue as it is impossible to explain here due to message limit of 1K characters. Formatting does not work also. Lets continue in the github page.
https://github.com/dvdvideo1234/GearAssemblyTool/issues/5
2: Racks snap for you, But not for me for whatever reason. And what I'm trying to get at is With normal rack and Pinion Gears, Pinions rotate to move Racks in a linear motion forward and/or backwards. But when I spawn one in, the rack acts like it's connected in the center with an axel, making it rotate. I, don't think that's how it's supposed to work... ?
3: If The authors intended Verticals being paired with flats, then why can't I snap flats onto the Verticals? Or is that your intention, to not have verticals paired with flats, if so then why is that?
Unnecessary... TA and GA are designed to be time efficient. Well, I cannot just remove them. So many people like using them. How many clicks and typing do you need to just enter a value in the small GUI box ot increament it with 5 for example. I made my GUI round to the 5-th character so you must delete all the integer and fractional values. But OK.
2. Rack/Pinion gears
I just tested the racks and they snap to the pinions just fine. Racks are racks. Pinions are pinions. I've used different types for them intentionally. Not every rack will fit every pinion gear.
3. Vertical bevel gears
They have a slightly different purpose than the regular 45 dregree bevel gears. I parametrized them like that because the PHX authors originally intended these to be paired and fit with "PHX Regular Flat"
The grid is called the "Smart Snap". You can search for it in the workshop and easily subscriibe. As for the bottons, the "new" ones are the same like the "old" ones, but only button-assisted ( https://github.com/dvdvideo1234/TrackAssemblyTool/wiki/Additional-features#button-controlled-slider-panels ). And by that I mean the buttons that are being drawn to interact with the slider above and do different things. Like negating, incrementing, snappint at a value, aplying default value and so on.
The community will help in this case. He also sets the constrain type to "Axis" ;)
https://github.com/dvdvideo1234/GearAssemblyTool/wiki/Tutorial
It seems you did not chose constraint type. The option hint s labeled:
"Select constraint type to create between anchor/base and the gear automatically"
You can chose what kind of contraint you can apply on the gear spawned.
The combo box is located just under the gear selection tree. Watch the second video ( The video is not out of date at 2:21 ). It is normal for the gear to fall off. The default option for the drop-down menu is "Free spawn". Change that to the contraint you want GA can apply 12 constraints in total and will automatically save the value and load it into the panel next time you run the game.
Thank you very much bro. I have to add this to the wiki. I really appreciate that!
https://imgur.com/a/bpqZFtW
I've tested with creating the gear as two cases:
1. Spawned frozen with GA and then unfeezed it with physgun
2. Spawn unfrozen with GA
In both of these cases the gear should remain unfrozen after AdvDupe2 paste.
If you are using AdvDupe1 or the integrated duplicator you cannot achieve this behavior.
The ones above will copy the gear and use the internals when creating the dupe
This means it will use the flag form GA labeled "Freeze piece" when pasting. a.k.a the
setting the gear is created with.
I see this can be easily achieved why marking AdvDupe2 control as enabled:
Option: "Preserve frozen state after paste"
Hint: "Makes props have the same frozen state as they were copied"
Please use AdvDupe2 in cuch case.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=773402917
Weird ... Have to ceck this
Yeah. Just connect two racks to one spur gear
The meshing function is invoked when SHIFT pressed. When you do not press SHIFT will just spawn a gear. So... Press SHIFT and tracea gear to ghost the meshed piecea.
Cheers! Updated and thanks! Go nuts ;)
Ah, so in other words you simply need a feature for the anchor to be selected when you create the first gear and utilize the same anchor entity for the rest of the gearbox ?
Is my assumption is correct?
If so, I will simply make it a flag which toggles the feature ( Turned off will behave as it is now. A.k.a the trace entity is anchor only for the first gear, otherwise when turned on will update the anchor when you do not use the meshing function. This way every time when you trace-constrain the first gear and the trace entity is valid, and it is not world, the anchor will be changed ).
This opyion has always existed. I will vote against automatic axis creation when the axis option is not chosen from the interface. I can utilize the world for the first gear when anchor is not available. But since you build contraptions you will have to use anchor anyway to make your gearbox.
Ah, fair enough. I do admit that there is a point when chosing axis and spawning on the world the tool must constrain the gear to the world if an axis is not chosen. When the users just wants to spawn the gear without constraining it they must select "Skip linking".
The axis constraintis are available when you chose "Consraint type" from the interface then Axis. The axis is always created at the gear mass center and is automatically constrained to the trace prop on spawn or anchor when chosen
I've parametrized the gears to me meshed in the middle, because that is the most robust way to mesh gears of different widths and types. This means that when you make 12x12 and them mesh 12x6 to it, the 12x16 will mesh to the middle of the teeth of 12x12 and will hover a little in the air to make that happen, so it does not trigger the spawning props outside the map bounds protection and will create a gear. The other way around when you make 12x6 and you mesh 12x12 to it, the 12x12 snaps to the middle of 12x6, and a part of it goes inside the wall and the protection is triggered. You can either:
1. Turn off the protection by "gearassembly_bnderrmod OFF", but don't not blame me when your game crashes when you stack props outside the map bounds :D
2. Put additional Z offset on the gear you spawn via meshing function by dragging the Z offset slider around.
What is this gear with a longer value ( assuming you mean radius )? If the gears are of the same type they will get automatically meshed ( notice the teeth). These that are different type will be less likely to mesh together and so for that purpose they are different type. Which models exacly are you trying to mesh ( SHIFT+CLICK ) ??
no problem. and thanks for advice
: ) stay safe
Sorry for the late responce. You Simply chose constrain type from the drop-down menu you can select "Axis" and is automatically created between the trace entity and the gear created.
i just cant.
is there a simple explanation?
because i cant realy ...well. understand instructions (mechanic: no problem. ikea: no problem. digital: absolutly nope)
but i have to say: the tool is great. if you can use it lul : )
Click anywhere (MOUSE1) to make a gear. Press (Shift+MOUSE1) to stack. Press MOUSE2 to change the stacking mode.
What model are you using ?
Keep in mind that if you need to mesh gears you need to use the stacking option ;) IN_SPEED
Left clicking on a surface will just spawn/constraint a gear to it ;)
Could you also try deleting:
1. External configuration GarrysMod/garrysmod/data/gearassembly
2. Gear assembly *.gma file from garrysmod/addons
3. Gmod cache in /GarrysMod/garrysmod/cache
When all of the above stuff is deleted, could you please verify integrity of Gmod cache files and see if there any difference.