The simulation runs on a custom map, built with Hammer of the Source SDK (you can get the SDK free by buying any Source Game off of Steam). The robot is then controlled with a joystick.
To run it, you will need Garry’s Mod 10, from the Steam Service.
Then you will need to download This. Put it in your Gmod folder.
First, make sure that your joystick is assigned to numpad values.
Within Garry’s Mod, attach repulsors to the bottom of your bot.
Then, attach thrusters to the sides (make sure they correspond to the joystick numpad #'s).
You will want to fine tune the thrusters and weight of the robot to make it work correctly.
This is just sort-of an outline of how to make this work, so expect this to be updated.
Just to comment, I was in the same boat as you guys with the upgrade to 10, but I tell ya, it was the best $10 I’ve ever spent, gmod 10 is worth more than the entire Half Life game series combined in my opinion.
Generally, maps will work with older versions of gmod depending on what is in them, if they contain Half Life EP2 content in them, then they won’t. New LUA code will not work at all in any older versions of gmod.
Use the second one - C:\Program Files\Steam\steamapps*steam name*\garrysmod\garrysmod
It’s been a while but if I recall correctly, once you put the files in their places, just load up the game, go to single player, select the map from the list, then play it (no gamemode settings needed).
On another note, I’d totally had forgotten about this thread and the project until now. Cool to see it come up again
I finished it as far as the mapping went but never got to do any scripting to make the robots perform realistically like I would have wanted to (you can still use Gmod tools to build a makeshift robot however).
I actually redid part of the layout of the map more recently (made it square instead of rounded like most sports arenas) and it significantly reduced the lag in the map. There are still a few things I would like to tweak on it before making an actual “release” though… perhaps something I could do in the next few weeks (yay for Christmas Break!)
The 5th Gear project is continuing too - It would be interesting to see if we can create a bridge between the two approaches sometime in the future.
In 5th Gear this year, one thing we are experimenting with is the possiblity of saving robot models in the Collada format and then transforming the result into the FBX format that 5th Gear’s XNA uses.
Is there a simple (simple enough) path from/to Collada to/from the formats the GMod tools use? Collada is supposed to make sharing models easy(easier). Anyone know if it actually does in this (Garry’s Mod) context?
After reading up a little on the Collada website (cause I had NO IDEA what it was) :rolleyes: It seems like the format is compatible with both 3DsMax and XSI, both of which can be used to create or import things to Source-Based games (Garry’s Mod). I also know there are tools that allow conversion from Source-Based content into formats that 3DsMax and XSI can use as well.
So I would guess that, in one way or another, something like this could be done, though it might require going through a couple of programs to make it work.