Outerra forum
User mods, screenshots & videos => Vehicles => Topic started by: ToZik on March 11, 2013, 12:59:01 pm
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My new model of higher quality than the previous. I present to you the Dodge Ram 1999 Bigfoot.
List of bugs:
1. No glass, but it is not noticeable.
2. Standard engine sound
3. Wrong texture
Warning! If you decide to try out all the capabilities of the car, and he turned and started to turn around and fly bugged, just press Alt+R, which would restart the car.
Installation:
Folder from the archive to put in ..\Outerra Anteworld\packages\outerra
Author: ToZik
Many thanks for your help: ddenn, Brano Kemen
Download(MEGA) (https://mega.co.nz/#!LVoQ2AjJ!OFdc7jRRphTpF8wERHyzjUsTCNs5wwDwyCnjhDKpkVQ)
(http://s019.radikal.ru/i639/1303/71/8f91759a3afdt.jpg) (http://radikal.ru/F/s019.radikal.ru/i639/1303/71/8f91759a3afd.jpg.html)
(http://s019.radikal.ru/i600/1303/d3/47d93b605a62t.jpg) (http://radikal.ru/F/s019.radikal.ru/i600/1303/d3/47d93b605a62.jpg.html)
(http://s019.radikal.ru/i629/1303/d6/ae43dd18e224t.jpg) (http://radikal.ru/F/s019.radikal.ru/i629/1303/d6/ae43dd18e224.jpg.html)
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Very nice! Seems there is a problem with the DL (Looping page or something like that). Can I suggest you Dropbox to upload your stuff?
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Sorry, my mistake
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Updated, try
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Link updated again
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Working, thanks :)
mmm sexy.
(https://dl.dropbox.com/u/42990436/Screens/Outerra/screen_1363024653.jpg)
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Awesome!!!
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Yes, amazing thx for sharing!
Marko
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Please use :-)
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Nadeox1, oh, nice :-)
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I'm still working on the tweaked physics. Looks really nice in the landscape. We really need that axle support but I think we need biomes first.
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Yes, I think it is better to first make the biomes.
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Amazing. Thank you very much. ;)
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//invoked only the first time the model is loaded, or upon reload
function init_chassis()
{
var wheelparam = {
radius: 0.62,
width: 0.295,
suspension_max: 0.45,
suspension_min: -0.26,
suspension_stiffness: 10.0,
damping_compression: 0.10,
damping_relaxation: 0.22,
slip: 0.6,
roll_influnce: 0.1,
}
this.add_wheel('wfl', wheelparam);
this.add_wheel('wfr', wheelparam);
this.add_wheel('wbl', wheelparam);
this.add_wheel('wbr', wheelparam);
//sounds
this.load_sound("diesel-engine-start.ogg");
this.load_sound("diesel-engine-idle.ogg");
this.add_sound_emitter("sw");
return {mass:3950, steering:2.0, steering_ecf:60, centering: 2.0,
centering_ecf: 40, com:{z:-0.9, y:0.2}};
}
//invoked for each new instance of the vehicle
function init_vehicle()
{
this.set_fps_camera_pos({x:-0.40,y:-0.20,z:0.70});
this.snd = this.sound();
this.snd.set_ref_distance(0, 9.0);
this.started = 0;
}
function engine(start)
{
if(start) {
this.started=1;
this.snd.play(0, 0, false, false);
}
}
const EF = 55000.0;
const BF = 6000.0;
const maxkmh = 50;
const forceloss = EF / (0.4*maxkmh + 2);
//invoked each frame to handle inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
var kmh = this.speed()*3.6;
//reduce engine force with speed (hack)
var redux = engine>=0 ? 0.2 : 0.6;
var esign = engine<0 ? -1 : 1;
engine = EF*Math.abs(engine);
var force = (esign>0) == (kmh>=0)
? engine/(redux*Math.abs(kmh) + 1)
: engine;
force -= forceloss;
force = Math.max(0.0, Math.min(force, engine));
engine = esign*force;
steering *= 0.45;
this.steer(0, steering);
this.steer(1, steering);
if(this.started>1)
this.wheel_force(0, engine);
this.wheel_force(1, engine);
this.wheel_force(2, engine);
this.wheel_force(3, engine);
brake *= BF;
this.wheel_brake(-1, brake);
if(this.started==1 && !this.snd.is_playing(0)) {
this.started=2;
this.snd.play(0, 1, true, false);
}
else if(this.started==2) {
var pitch = Math.abs(kmh)/20.0;
var g = kmh>0 ? Math.floor(pitch) : 0;
var f = pitch - g;
f += 0.5*g;
this.snd.set_pitch(0, 0.5*f + 1.0);
}
this.animate_wheels();
}
There you go. I may tweak it some more but for now it rolls over and jumps and lands as one would expect. Had an issue when adjusting the suspension range where it seemed to simply shut off the suspension. Very odd but shouldn't happen with these numbers.
Some Vidya..
Outerra - Monster Truck Physics (http://www.youtube.com/watch?v=dYFFK2bmGbI#)
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A little touch up..
(http://i1.minus.com/ibdg6PwggRH3bx.jpg)
(http://i2.minus.com/i7Z2RM1F9NCxr.jpg)
(http://i4.minus.com/ibpzhb5GHmK0b6.jpg)
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Share it, please. And preferably if ToZik could include it in First message as skin, so it doesn't get lost.
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Wow, it looks beautiful. I hope you are completely finish the physics of the car :)
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If you want it here it is.
Just overwrite the context of your "dodge.matlib" file.
[
{
"name" : "plate",
"diffuse" : "18,18,18,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "dash1",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "dash1.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
# Suspension bars
"name" : "blue",
"diffuse" : "200,0,0,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "tire",
"diffuse" : "155,155,155,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "tire.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "lights",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "lights.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
#FRAME and TRIM
"name" : "red",
"diffuse" : "200,0,0,255",
"Ax" : "1",
"Ay" : "0.1",
"m" : "0.05",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "interior",
"diffuse" : "21,21,19,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "sign",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "sign.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "black_m",
"diffuse" : "2,2,2,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
#ENGINE
"name" : "white",
"diffuse" : "200,10,10,255",
"Ax" : "1",
"Ay" : "0.5",
"m" : "10",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
#TRIM AND SUSPENSION
"name" : "gum",
"diffuse" : "10,10,10,255",
"Ax" : "15",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "Material__26",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "red l.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "doors",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "doors.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "chrome",
"diffuse" : "0.025,0.025,0.025,1.0",
"Ax" : "0.91",
"Ay" : "0.06",
"m" : "0.15",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
#SUSPENSION BARS
"name" : "yelow",
"diffuse" : "0,10,0,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "body",
"diffuse" : "1,1,1,255",
"Ax" : "10",
"Ay" : "0.8",
"m" : "0.05",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "dash",
"diffuse" : "18,18,18,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "dash.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
}]
The physics are odd simply because of how big it is and how hard it is to get real power down. I was hoping to make it monster truck acceleration fast and then limit the top end to ~100kph but the last bits of the code are still a bit confusing. I will work my head around it all eventually.
Also attached the matlib. (Next time tozik if you could name the items in the file to the parts they color it would save like an hour of work. The only one that made sense was "chrome".)
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Why don't you use my vehicle script from here (http://www.outerra.com/forum/index.php?topic=1352.0)? You can make it have a high acceleration and low maximum speed by using high ratios.
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If you want it here it is.
Thanks
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Why don't you use my vehicle script from here (http://www.outerra.com/forum/index.php?topic=1352.0)? You can make it have a high acceleration and low maximum speed by using high ratios.
Worth a shot!
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Change physics as you want, just do not lay anywhere without me.
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This is my Config, very stable at high speed ( 180km/h ) , car became more powerful and stable, also it became better for offroading and suspension is working much better. Worth trying
//invoked only the first time the model is loaded, or upon reload
function init_chassis()
{
var wheelparam = {
radius: 0.62,
width: 0.295,
suspension_max: 0.30,
suspension_min: -0.01,
suspension_stiffness: 30.0,
damping_compression: 0.1,
damping_relaxation: 0.30,
slip: 0.78,
roll_influnce: 0.10,
}
this.add_wheel('wfl', wheelparam);
this.add_wheel('wfr', wheelparam);
this.add_wheel('wbl', wheelparam);
this.add_wheel('wbr', wheelparam);
//sounds
this.load_sound("diesel-engine-start.ogg");
this.load_sound("diesel-engine-idle.ogg");
this.add_sound_emitter("sw");
return {mass:60000, steering:6.0, steering_ecf:60, centering: 2.0,
centering_ecf: 40, com:{z:-0.9, y:0.2}};
}
//invoked for each new instance of the vehicle
function init_vehicle()
{
this.set_fps_camera_pos({x:-0.40,y:-0.20,z:0.70});
this.snd = this.sound();
this.snd.set_ref_distance(0, 9.0);
this.started = 0;
}
function engine(start)
{
if(start) {
this.started=1;
this.snd.play(0, 0, false, false);
}
}
const EF = 800000.0;
const BF = 800000.0;
const maxkmh = 180;
const forceloss = EF / (0.4*maxkmh + 2);
//invoked each frame to handle inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
var kmh = this.speed()*3.6;
//reduce engine force with speed (hack)
var redux = engine>=0 ? 0.2 : 0.6;
var esign = engine<0 ? -1 : 1;
engine = EF*Math.abs(engine);
var force = (esign>0) == (kmh>=0)
? engine/(redux*Math.abs(kmh) + 1)
: engine;
force -= forceloss;
force = Math.max(0.0, Math.min(force, engine));
engine = esign*force;
steering *= 0.45;
this.steer(0, steering);
this.steer(1, steering);
if(this.started>1)
this.wheel_force(0, engine);
this.wheel_force(1, engine);
this.wheel_force(2, engine);
this.wheel_force(3, engine);
brake *= BF;
this.wheel_brake(-1, brake);
if(this.started==1 && !this.snd.is_playing(0)) {
this.started=2;
this.snd.play(0, 1, true, false);
}
else if(this.started==2) {
var pitch = Math.abs(kmh)/20.0;
var g = kmh>0 ? Math.floor(pitch) : 0;
var f = pitch - g;
f += 0.5*g;
this.snd.set_pitch(0, 0.5*f + 1.0);
}
this.animate_wheels();
}
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mass:60000
const EF = 800000.0;
const BF = 800000.0;
......... k
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I'm making as close to the truth of all parameters.
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Sorry to bother you... I have a little problem with the hosting service from nz... it closes the connection when I try to download. Could somebody re-upload the car to somewhere more close to Europe?... maybe it works. Thanks!
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http://dfiles.ru/files/jo3xabgvh (http://dfiles.ru/files/jo3xabgvh)
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Thank you ToZik, it worked!
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Nice little buggy ! ;)
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Hope Tozik won't mind, i added giucam manual transmission on this monster and used a new engine sound. Actually it's one of the batman tumbler that i find, work much better than the diesel sound. Have to say that it's one of my favorite vehicle now.
I made an .otx cause i edited the sound, matlib and the .js script.
https://docs.google.com/file/d/0B96RrTcNJsI2S3MwNmFNYVZMOEU/edit?usp=sharing (https://docs.google.com/file/d/0B96RrTcNJsI2S3MwNmFNYVZMOEU/edit?usp=sharing)
Update: In this second edition, I eased up on the torque, cut down a gear (now have 5) higher gear ratio. Max speed at 275kmh (instead of 500+ ;D)
(http://imageshack.us/a/img267/4885/monstertruckb.jpg)
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is this thing supposed to drive 500KM/H ??
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Yeah there's too much power for the engine atm. The problem i have is at low speed like going up a hill from a stop position, i need to give it quite a bit of torque otherwise it wont move. There's also the sound issue i need to make gear ratio quite different otherwise you wont hear the gear change and i find that the engine at full rpm doesnt sound too good.
I think a good solution could be to take away the 5th and 6th gear.
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Ok i updated the bigfoot. Should feel a bit more realistic .
Now i'm trying to embed a video and i know in the preview it does not show. We'll see if it show once posted.
monstertruck in Outerra (http://www.youtube.com/watch?v=hXpZFt4354s#)
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There you go.. Just post the URL into the text box.. IE
http://www.youtube.com/watch?v=hXpZFt4354s
Oh and my god the wheel grip is ridiculous. Just from the video I can see that isn't a car driving on grass.
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Thank Zeos! Actually i did use less grip in the original version. Was fine on grass but then tried it on road and it was just too slippery. Think road and grass have same slip property atm, so you have to choose which you want to simulate with the script.
But yeah, this one could definatly use a lot less grip if all you want, is to play offroad.
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Once the terrain can modify the grip it will be interesting. We will need more then just 2 slip values. We will need
TIRE_COMPOUND = 0-1 (soft to hard)
and
TIRE_TREAD = 0-1 (Slicks to mud bogger)
that should get the slip values for you and allow for correct reactions such as slicks on grass or off-road tires on exposed rock..
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thanks for this! only thing missing now is vehicle deformation to crush other cars with it! ;)
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Hi Everyone,
I have a question concerning this model. I was trying to give it a four wheel steering, just as some of those trucks have... I did it exactly the way cameni did in the model import video, by adding
this.steer(2, -steering);
this.steer(3, -steering);
to the script file...
Funny thing is, the rear wheels where steering as wanted, in conrary direction to the front wheels, but the animation failed and turned the rear wheels in the same direction as the front wheels. So physics are correct, animation not i guess...
If someone knows a solution for this, it would be awesome if he or she could explain it in a way a three year old would understand... I am usually not modeling, programming or anything else...
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Take the - away from the "steering". See if that helps.
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Thanks for the fast reply.
I tried it without the -.. Now the animation is correct (rear wheels contrary to front wheels), but all four wheels are steering in the same direction...
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It could never be that simple... Damn.
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Check the coordinate system for the wheels - are they oriented in the same way?
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Okay, how do I check that? As I wrote above, I have no experience with modeling, modding or programming...
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Sorry for the long inactive. There was no time to engage in modeling. Now I'm back, wait for the new models :). How to change the landscape, as in the video above?
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Isn't this dodge ram a bit too big? It's almost as big as Tatra and that can't be right. I know it's a big car but I think it's a tad bit too big compared to other vehicles.
Love it otherwise and I hope we'll see more of your models in Outerra soon. :)
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/epicfacepalm
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?
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Isn't this dodge ram a bit too big? It's almost as big as Tatra and that can't be right. I know it's a big car but I think it's a tad bit too big compared to other vehicles.
Love it otherwise and I hope we'll see more of your models in Outerra soon. :)
I align the model in 3ds max by their real sizes.
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IT'S A MONSTER TRUCK
BIGFOOT