Garry's Mod

Garry's Mod

Gear Assembly Tool
116 Comments
[Sk$Bh]Trick or treat KID!  [author] 3 Dec, 2024 @ 10:44pm 
@TheUltimateDemon 3 hours ago

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.
TheUltimateDemon 3 Dec, 2024 @ 7:00pm 
That, doesn't, make sense...
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. 👍
[Sk$Bh]Trick or treat KID!  [author] 3 Dec, 2024 @ 2:21am 
@TheUltimateDemon 5 hours ago

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...
TheUltimateDemon 2 Dec, 2024 @ 8:33pm 
I've tried shift clicking the two gear types well over 20 times with absolutely no success. Here's what happens, I have "Draw Holder Ghost" Selected, but when I want to spawn a vertical Gear to mesh with a spur gear, the preview holder ghost just disappears entirely, as if it refuses to spawn. I should have told you that right from the get-go (>ლ).

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)
[Sk$Bh]Trick or treat KID!  [author] 1 Dec, 2024 @ 2:03pm 
@TheUltimateDemon 3 hours ago

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
TheUltimateDemon 1 Dec, 2024 @ 10:07am 
1: Triple Click - Type - Enter, 3-5 seconds tops. Eh, No matter, to each their own, no need to remove them.

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?
[Sk$Bh]Trick or treat KID!  [author] 30 Nov, 2024 @ 3:16pm 
1. BAS
Unnecessary... TA and GA are designed to be time efficient. Well, I cannot just remove them. So many people like using them. How many clicks and typing do you need to just enter a value in the small GUI box ot increament it with 5 for example. I made my GUI round to the 5-th character so you must delete all the integer and fractional values. But OK.
2. Rack/Pinion gears
I just tested the racks and they snap to the pinions just fine. Racks are racks. Pinions are pinions. I've used different types for them intentionally. Not every rack will fit every pinion gear.
3. Vertical bevel gears
They have a slightly different purpose than the regular 45 dregree bevel gears. I parametrized them like that because the PHX authors originally intended these to be paired and fit with "PHX Regular Flat"
TheUltimateDemon 30 Nov, 2024 @ 6:14am 
I just feel like the extra buttons are unnecessary, you can simply Type in the numbers, but thanks anyway. And a few more questions, Why are racks(PHX Spotted racks and PHX Teeth Flat) treated as if they're pinion gears, I thought racks don't rotate? And what good are the Type 2 Bevel Gears(PHX Vertical), all I can do with them is connect two of the same size on top of one another, are they supposed to be used as bevel gears?
[Sk$Bh]Trick or treat KID!  [author] 29 Nov, 2024 @ 11:06pm 
@TheUltimateDemon 12 hours ago

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.
TheUltimateDemon 29 Nov, 2024 @ 10:05am 
I say the videos are out of date because I'M Seeing a lot More buttons than what the video has, let alone a grid I apparently don't have.
[Sk$Bh]Trick or treat KID!  [author] 28 Nov, 2024 @ 11:08pm 
@TheUltimateDemon 18 hours ago

The community will help in this case. He also sets the constrain type to "Axis" ;)

https://github.com/dvdvideo1234/GearAssemblyTool/wiki/Tutorial
[Sk$Bh]Trick or treat KID!  [author] 28 Nov, 2024 @ 10:22pm 
I should probably update this panel at some point and migrate GA to the new ASMLIB. But one thing at a time...
[Sk$Bh]Trick or treat KID!  [author] 28 Nov, 2024 @ 12:25pm 
@TheUltimateDemon 18 hours ago 

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.
TheUltimateDemon 27 Nov, 2024 @ 6:01pm 
Dude these videos are absolutely out of date, I can't use this addons because the videos are practically useless, the gears just fall off the surface I connect them to, and when they are connected to the surface, they don't turn! What I'm Saying Is They Just Fall Instead of staying frozen in the air and rotating!
[Sk$Bh]Trick or treat KID!  [author] 30 Aug, 2024 @ 9:57am 
@HighVelocityTicTac 29 Aug @ 8:29am

Thank you very much bro. I have to add this to the wiki. I really appreciate that!
HighVelocityTicTac 28 Aug, 2024 @ 10:29pm 
Made this tiny picture tutorial if you're having trouble getting started
https://imgur.com/a/bpqZFtW
[Sk$Bh]Trick or treat KID!  [author] 1 Feb, 2023 @ 12:43pm 
No worries ;)
Muscles 1 Feb, 2023 @ 12:14pm 
thank you for the help, I'm sorry if I've wasted time :beers:
[Sk$Bh]Trick or treat KID!  [author] 1 Feb, 2023 @ 11:14am 
@Muscles 27 Jan @ 4:25am

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
[Sk$Bh]Trick or treat KID!  [author] 31 Jan, 2023 @ 11:12am 
@Muscles 27 Jan @ 4:25am

Weird ... Have to ceck this
Muscles 26 Jan, 2023 @ 6:25pm 
Very handy tool, but gears stay frozen if they are in a duplication, even if they were unfrozen beforehand :shell:
[Sk$Bh]Trick or treat KID!  [author] 23 Oct, 2022 @ 10:30am 
@Spookley 3 hours ago

Yeah. Just connect two racks to one spur gear
Alligator 23 Oct, 2022 @ 7:23am 
Can it be used to make a vault door?
[Sk$Bh]Trick or treat KID!  [author] 16 Apr, 2022 @ 7:11am 
Ahh perfect 😊
bieg brather 16 Apr, 2022 @ 2:36am 
nvm, fixed the issue
bieg brather 16 Apr, 2022 @ 2:23am 
i cant find the tool in my tool tree(i extracted it in addons folder from github zip). what do i do?
[Sk$Bh]Trick or treat KID!  [author] 22 Jan, 2022 @ 11:27pm 
@schrillowins 8 hours ago

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.
schrillowins 22 Jan, 2022 @ 2:52pm 
it doesnt work, when i click it just spawns a unanchored piece, and it does not snap together or anythnig
[Sk$Bh]Trick or treat KID!  [author] 12 May, 2021 @ 8:27am 
@moosjuice 8 hours ago

Cheers! Updated and thanks! Go nuts ;)
moosjuice 12 May, 2021 @ 12:02am 
Yeah, I believe that will effect the same result as the yes-anchor-selected automatic axis system. That is more important IMO because it is based on a feature in the addon, while the feature of making world axis possible being either removed or fully implemented can only match vanilla and wiremod. Finally I can make a comment that doesn't sound like it should begin with Dear Diary xD.
[Sk$Bh]Trick or treat KID!  [author] 11 May, 2021 @ 12:26pm 
@moosjuice 13 hours ago

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 ).
moosjuice 10 May, 2021 @ 10:37pm 
I have to deeply apologize here, completely fooled myself. my contraption links to 3 gears via e2. When I spawned my contraption, 1 was locked, 1 appeared to be locked and 1 bounced out of the gearbox. rather than being included with my adv dupe 2 dupe because it was linked to the e2, I thought it was linked somehow to the gear assembly because of some sort of code reference that it makes behind the scenes, and confused which gear was the first gear. The real problem was I forgot to create any anchor to any of the gears. I also mixed up which gear was getting an automatic anchor, with no anchor selected, the first gear gets an automatic anchor and the stacked gears get no anchors. So I still have a complaint! There IS no-anchor-selected automatic axis creation for the first gear, it will self detect a prop that's directly below it, and when you stack a gear on that, there is no "self" (maybe I should've said making a local axis) axis.
[Sk$Bh]Trick or treat KID!  [author] 10 May, 2021 @ 7:27am 
@moosjuice 1 hour ago

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.
moosjuice 10 May, 2021 @ 6:08am 
Not to be annoying, but did you forget you already have in there a "Free Spawn" option? I'm glad we are trying to get rid of the QoL pitfalls. Also I would just add that the first gear could also use an automatic self axis.
[Sk$Bh]Trick or treat KID!  [author] 10 May, 2021 @ 5:43am 
@moosjuice 31 minutes ago

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".
moosjuice 10 May, 2021 @ 5:02am 
Ah, but only when the anchor is a flat plane and not the world, while in wiremod and vanilla wheels are indeed constrained onto the world. This had me choosing the first gear as the "anchor" (because nothing else was clickable from that frame of mind and a little semantics that I will get into) and assuming the axis being made around this was the only axis possible. Also I have to admit fault here because the interface does say "anchor/base" in the tooltip, which is less vague. The first gear in my mind doesn't have anything to anchor to, while the second gear is restricted to the area around the first gear. And watching your 1st video, I falsely assumed for every connection in the beginning of your 2nd video you needed to whip out the Axis - Centre. So someone will eventually get it if they see the word base, you don't have to change it.
[Sk$Bh]Trick or treat KID!  [author] 8 May, 2021 @ 12:21am 
@moosjuice 1 hour ago

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
moosjuice 7 May, 2021 @ 10:36pm 
Axis - Centre is actually mandatory to use with this addon, I was on a server and had no idea where else to click in the interface. While browsing the workshop people won't run into problems, but encountering it on the servers a message of "there is no option in this addon that will make the gears spin" would save a lot of time and they could get to the appreciation of this addon much faster.
[Sk$Bh]Trick or treat KID!  [author] 29 Apr, 2021 @ 6:19am 
Hi,

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.
Baeddan 27 Apr, 2021 @ 1:59pm 
It only does it on some walls for some strange reason, other times it works fine, even though I've been using the gears only on flat walls.
Baeddan 27 Apr, 2021 @ 1:43pm 
and forgot to mention, I was doing this with the PHX regular medium gears
Baeddan 27 Apr, 2021 @ 1:41pm 
@[Sk$Bh]Trick or treat KID! By longer, I meant the height, if I have a gear which is a 12x6 and a 24x6, it lets me SHIFT+CLICK, but if I use a 12x6 then try to SHIFT+CLICK a 12x12, it won't let me spawn it, but if I do a 12x12 then a 12x6, it lets me SHIFT+CLICK. It does this for every gear, it lets me SHIFT+CLICK a higher gear as long as I'm trying to spawn a gear which is lower. same with the 12x24, I can spawn a 12x24, then a 12x6 or 12x12, but I can never spawn a 12x6, then a 12x12 or 24 on it via SHIFT+CLICK...
[Sk$Bh]Trick or treat KID!  [author] 27 Apr, 2021 @ 12:47pm 
@Baeddan 25 Apr @ 11:47pm Gear parenting is just as the regular parenting. What I mean by that is it creates the parent by invoking the following: "Gear:SetParent(Base)" .The base prop is the one you constrain stuff to. Usually the anchor.

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 ) ??
Baeddan 25 Apr, 2021 @ 1:47pm 
how or what would you use the parent constrain type? I don't really understand it, and how come I can't stick a gear wheel with a longer value by anchor? example would be a 12x6 to a 12x12
Dr. Doctor Lee 7 Apr, 2021 @ 3:42pm 
@[Sk$Bh]Trick or treat KID!
no problem. and thanks for advice
: ) stay safe
[Sk$Bh]Trick or treat KID!  [author] 7 Apr, 2021 @ 7:01am 
@Dr. Davenport Lee 4 Apr @ 4:16pm

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.
Dr. Doctor Lee 4 Apr, 2021 @ 6:16am 
didnt figure out how to make a simply axis.
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 : )
[Sk$Bh]Trick or treat KID!  [author] 11 Nov, 2020 @ 2:38am 
@☢Atomic Fox☢
Click anywhere (MOUSE1) to make a gear. Press (Shift+MOUSE1) to stack. Press MOUSE2 to change the stacking mode.
Cluna 10 Nov, 2020 @ 10:53am 
please make russian version of tutorial i realy dont know now this use
[Sk$Bh]Trick or treat KID!  [author] 15 Dec, 2019 @ 11:47am 
@MixLab 14 Dec

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.