Outerra forum

User mods, screenshots & videos => Vehicles => Topic started by: PytonPago on August 04, 2013, 10:34:02 am

Title: Ural 4320-31
Post by: PytonPago on August 04, 2013, 10:34:02 am
Newest version at the end of the topic !
    Newest version at the end of the topic !





Original post:

The siberia tested beast of a truck is there ... in alpha. Still a way to go with programing and adding a few stuff. Will make it as soon as time allows. Any requests about things to add, or criticism is appreciated. Vehicle script based on mLichy´s BelAir Chewy (http://www.outerra.com/forum/index.php?topic=1686.0 (http://www.outerra.com/forum/index.php?topic=1686.0)) - was very helpful for me to find out some basics, but do not take mine as reference if you plan some things now (may get you disoriented, have some trash-codes still there).

(http://m4.aimg.sk/forig/f_446655607_bd30deb3d09effcef7027b2a0663094d.jpg)

Version: 0.01

Working: - Start up and stop with a key. :D
              - gas pedal working
              - HandBrake animated for parking

Planned next: - Doors animation (opening by individual keys (thinking of Ctrl+R/L) and with retractable windows (Alt+R/L))
                    - Suncowers
                    - Instruments
                    - Manual gear control (possibly with gearbox connector pedal dependancy)
                    - Adjustable rear-mirrors
                    - In-car ventilation
                    - Turn lights, reverse and head lights
                    - back-section doors opening (with the need of detaching their holders)
                    - Open-able hood
                    - Gear-rods rotation
                    - Head-glass wipers

                      (and the things where i have not much idea how i do it  ... at this time)
                    - Flat tire simulation
                    - Complex suspension
                    - Multiple variations of the truck for the spawner menu (filter type, back-section etc.)


Here to get:
https://docs.google.com/file/d/0B3ZscF0ox2AGd0l4LVhTa19xSTQ/edit (https://docs.google.com/file/d/0B3ZscF0ox2AGd0l4LVhTa19xSTQ/edit)
Title: Re: Ural 4320-31
Post by: murkz on August 04, 2013, 10:44:07 am
Thank you PytonPago, very much appreciated.
Title: Re: Ural 4320-31
Post by: ZeosPantera on August 04, 2013, 10:50:45 am
Damn not on my big computer. Will have to wait for this now!
Title: Re: Ural 4320-31
Post by: werto on August 04, 2013, 04:24:48 pm
nice!
works as described ,
Now I have fun with cornering  ;)
Title: Re: Ural 4320-31
Post by: leglobetrotter on August 04, 2013, 11:50:40 pm
Good morning to all,

Unfortunately with me I do not obtain that a file of 184Ko.

If it is not inconvenient to you , what you could put him on another server
of requited.

Thanks to you for this sharing and all my excuses for my question.
Title: Re: Ural 4320-31
Post by: PytonPago on August 05, 2013, 01:07:04 am
Damn not on my big computer. Will have to wait for this now!

Got ya unprepared i see ..  ;D

Good morning to all,

Unfortunately with me I do not obtain that a file of 184Ko.

If it is not inconvenient to you , what you could put him on another server
of requited.

Thanks to you for this sharing and all my excuses for my question.

... re-uploading somewhere else that means ?

http://www.upnito.sk/subor/52a57875b70e2b767f55356c54ab6969.html (http://www.upnito.sk/subor/52a57875b70e2b767f55356c54ab6969.html)

http://www.sendspace.com/file/jh5170 (http://www.sendspace.com/file/jh5170)
Title: Re: Ural 4320-31
Post by: leglobetrotter on August 05, 2013, 01:17:12 am
One thousand times thank you for your rapidity. ;D ;D ;D :) :)
Title: Re: Ural 4320-31
Post by: PytonPago on August 06, 2013, 06:29:12 pm
Hi there ... some changes have been made !

(http://m4.aimg.sk/forig/f_446793043_08df9a78cebfab11d43ee8ae703c5f4c.jpg)

Version: 0.02

I have added gear-axis rods movements, played a little whyte the front wheel steering (still need to make the axe´s move according to the wheels in Z axis) and added opening of all the stuff that should be opening (press "O" key) ... feel free to play whyte it around.

Known issues: - somehow i got the pitched sound messed up when RPM goes up (not sure why)
                               - vehicle must ABSOLUTELLY stop to make the hand brake script to react (so it may not work if it slips on a slope very slowly)
                               - maybe engine-gearbox rod ends not moving (did it to work, but if it does bug, let me know)
                               
P.S.: Trencher rods not animated yet  ... i have to make another gear state to make it separate from the wheels.

Download:

https://docs.google.com/file/d/0B3ZscF0ox2AGSjdKcDdkNFV4WE0/edit (https://docs.google.com/file/d/0B3ZscF0ox2AGSjdKcDdkNFV4WE0/edit)


And yes ... you better delete the old one from your OT packages folder (just in case).
Title: Re: Ural 4320-31
Post by: ZeosPantera on August 06, 2013, 07:13:56 pm
I'm waiting for version 0.43 That is when this thing is going to be boss.
Title: Re: Ural 4320-31
Post by: PytonPago on August 07, 2013, 01:43:24 am
I'm waiting for version 0.43 That is when this thing is going to be boss.

 ... manual gear playing. So that is what you need !  Dont worry,will come too. : ) Those little thingies are actually just for testing out the scripts there are ... i still have to learn the functions of some scripts and the way they handle things (need to find some system in this) ... but probably going the JSBSim way would be good too (will take some time for my head to understand those scripts - just dont like when they are else-document dependent - just newer find the right parts right away):

Outerra, MB 500K simulation using JSBSim physics (http://www.youtube.com/watch?v=ZSbe5bsyIu8#ws)

Intensity based stuff could be used not only for the gas pedal itself (and sim controllers helpfull), but for separate gears forces (would be able to simulate RPM needs for gear shifting) and dependencies based on actual intensities. ... seems i should look up, how the Mig handles multiple key-bindings and how the external script feed works. Maybe even doing things in separate files would make some order in it and make changes to scripts easy-er ...

 ... and the speed/rpm meters, fuel system (maybe based on gas pedal usage at actual gears and speed ?) ... oh my, a lot of work to be done.

P.S.: And Zeos, do not wait, i need feedback to the handling and additional functions for the 15+ buttons i have on the front panel. :D
Title: Re: Ural 4320-31
Post by: PytonPago on August 10, 2013, 10:34:40 am
Found what was wrong whyte the sound pitch script :

Code: [Select]
   ///////////////////////////////////////////////////////////////////////////
        rpm = wheels * this.gear.ratio * this.finalRatio * 60;
 
    if (this.gear.index == 0 && (!this.snd.is_playing(0) || this.sound != 1)) {
        this.snd.stop(0);
        this.snd.play(0, 1, true, false);
        this.sound = 1;
    } else if (this.gear.index != 0 && engine == 0 && (!this.snd.is_playing(0) || this.sound != 3)) { //idle
        this.snd.stop(0);
        this.snd.play(0, 3, true, false);
        this.sound = 3;
    } else if (this.gear.index != 0 && engine != 0 && (!this.snd.is_playing(0) || this.sound != 3)) { //throttle
        this.snd.stop(0);
        this.snd.play(0, 3, true, false);
        this.sound = 3;
    }

    var pitch = this.pitchMultiplier * rpm / this.maxRPM;
    this.snd.set_pitch(0, pitch + this.basepitch[this.sound]);
}

The first line at the end of the script has to be entered ... it is a few sentences bask, but i gave there some other RPM based script whyte his own f=(rpm) so i just cut the script feed ... so if someone needs ... just fix it whyte adding it this way.
Title: Re: Ural 4320-31
Post by: PytonPago on September 12, 2013, 02:08:11 pm
Cheers brothers in OT !

I give you the BM-21 Rocket-launcher Alpha version :

(http://m1.aimg.sk/forig/f_448678848_861cbffe95bcfe34c13ba7bee4fb7487.jpg)

(http://m3.aimg.sk/forig/f_448678838_f04caed2015ef7faa8db014c5a499d83.jpg)

Version: 0.04

Working: - Start up and stop whyte a key. :D
              - gas pedal working
              - HandBrake animated for parking
              - BM-21 System rotation (and theyr valves and stabilizers - will be slightly redone to hawe realistic turning props and a fast and slow turning capability)
              - Speedmeter and RPMmeter (just pre-versions)
              - Horn-sound (must find out, why it is so silent doe) ("H" key)
              - Front-lights (just hiding the bulbs till light-sources are in OT) ("L" key)
              - Windows (will be intensity-based later) ("ShiftUP" keybinding)
             
 
Planned next: - Doors animation (opening by individual keys and whyte retractable windows)
                    - Whipers ("ShiftDown" keybinding)
                    - Suncowers
                    - Instruments enhancement (needs the engine code to be done working well - will take some time)
                    - Manual gear control (possibly whyte gearbox connector pedal dependancy)
                    - Adjustable rear-mirrors
                    - In-car ventilation
                    - Turn lights, reverse and head lights
                    - Head-glass wipers
                    - Targeting device

                      (and the things where i have not much idea how i do it  ... at this time)
                    - Flat tire simulation
                    - Complex suspension
                    - Multiple variations of the truck for the spawner menu (filter type)

For turret rotation see the key-bindings in your options as well as for the horn (normally "H"). Feel free to play whyte it friends ...

Here to get:

http://www.upnito.sk/subor/a03ec89327254aa3083abc1c0b72761b.html (http://www.upnito.sk/subor/a03ec89327254aa3083abc1c0b72761b.html)

https://docs.google.com/file/d/0B3ZscF0ox2AGRFBqbEtQOGFlNG8/edit (https://docs.google.com/file/d/0B3ZscF0ox2AGRFBqbEtQOGFlNG8/edit)


Title: Re: Ural 4320-31
Post by: ZeosPantera on September 12, 2013, 02:20:24 pm
YEAH... But I can't play with it yet.
Title: Re: Ural 4320-31
Post by: leglobetrotter on September 12, 2013, 02:25:33 pm
Good morning Pago,

Thanks for this present, I distinguish that you are a spade-work for Outerra.

I have seen therefore that there is messages on the forum, I would take up a
few time to read and if I can raise my little stone to the building to do him
to grow.

I say you to very soon, and still thank you for rockets launchers .

Cordialities
Angel
Title: Re: Ural 4320-31
Post by: PytonPago on September 12, 2013, 02:46:28 pm
YEAH... But I can't play with it yet.

 ... whats wrong ?  :o Or are you waiting for the 0,45 ver. ? :)

... and still thank you for rockets launchers .

Dont worry, i will make them fire ! :)
Title: Re: Ural 4320-31
Post by: PytonPago on September 13, 2013, 04:27:15 am
Found out how to make vids the right way !  ;D Doe my system hates my drivers, so no stereo mix (have still find some way to make it work) - thus no in-game sound there. Quality has to be put better, must speculate about it a little more.

Outerra - Test - BM-21 Grad on Ural 4320 (http://www.youtube.com/watch?v=uKx46HpXfGo#)
Title: Re: Ural 4320-31
Post by: Jagerbomber on September 13, 2013, 05:14:15 pm
That was awesome....

Hit P...  ;)

Was that music from the same place as the music from the Outerra videos?  At least the Himalayas one.
Title: Re: Ural 4320-31
Post by: PytonPago on September 14, 2013, 12:54:22 am
Was that music from the same place as the music from the Outerra videos?  At least the Himalayas one.

Yes. Actually i cant imagine OT whyteout that music anymore since that vid.  :D
Title: Re: Ural 4320-31
Post by: Bartolomeus on September 16, 2013, 01:55:25 pm
That was awesome....

I second that! It's really awesome. Great work on the model and the video Pago! :)

Marko
Title: Re: Ural 4320-31
Post by: Revolver on September 16, 2013, 05:02:47 pm
nice video and model work, PP. ;)
Title: Re: Ural 4320-31
Post by: PytonPago on October 04, 2013, 05:11:30 pm
Show must go on, so a little change in the grad system is there ... launcher arm is now hidden, folding off by the AOpen script (as doors and hood are) + left wheels in normal state (no change after AOpen as the last had - was actually left there after my speculation whyte the tire-simul. witch is stopped for now).

(http://m1.aimg.sk/forig/f_449610780_1ad26bffdaac846111677773231dfa62.png)

Version: 0.06

Working: - Start up and stop whyte a key. :D
              - gas pedal working
              - HandBrake animated for parking
              - BM-21 System rotation (and theyr valves and stabilizers - will be slightly redone to hawe realistic turning props and a fast and slow turning capability)
              - Speedmeter and RPMmeter (just pre-versions)
              - Horn-sound (must find out, why it is so silent doe) ("H" key)
              - Front-lights (just hiding the bulbs till light-sources are in OT) ("L" key)
              - Windows (will be intensity-based later) ("ShiftUP" keybinding)

              - Grad Fire ! (just hidding rockets whyte some sound - need to tweak its pitch later on - order of fire is like the real system) (fire key - every second hit fires to make it a little slower to fire :) )
              - Grad system hydraulic weight-brake works acordingly

             
 
Planned next: - Doors animation (opening by individual keys)
                    - Whipers ("ShiftDown" keybinding)
                    - Suncowers
                    - Instruments enhancement (needs the engine code to be done working well - will take some time)
                    - Manual gear control (possibly whyte gearbox connector pedal dependancy)
                    - Adjustable rear-mirrors
                    - In-car ventilation
                    - Turn lights, reverse and head lights
                    - Head-glass wipers
                    - Targeting device

                    - Flat tire simulation
                    - Complex suspension
                    - Multiple variations of the truck for the spawner menu (filter type)

For turret rotation and fire see the key-bindings in your options as well as for the horn (normally "H"). Feel free to play whyte it friends ...

Here to get:

http://www.upnito.sk/subor/6a91ced0fc4511786664d4619b17101f.html (http://www.upnito.sk/subor/6a91ced0fc4511786664d4619b17101f.html)

https://docs.google.com/file/d/0B3ZscF0ox2AGRFBqbEtQOGFlNG8/edit (https://docs.google.com/file/d/0B3ZscF0ox2AGRFBqbEtQOGFlNG8/edit)

P.S. : Gave a little extra - the AK74m and AK105(bad letter in model (difference in caliber, thus in magazine, just found out now ..) make it right when other caliber magazines are done) as objects ...

(http://m4.aimg.sk/forig/f_449612099_0fb9154c661f1e5a98ebd09e87d377f7.png)
Title: Re: Ural 4320-31
Post by: Atrax on October 06, 2013, 06:53:58 am
Looking good, thanks for sharing!
Title: Re: Ural 4320-31
Post by: Bartolomeus on October 07, 2013, 04:39:33 pm
That's really awesome Pago! Thx for sharing.

Marko
Title: Re: Ural 4320-31
Post by: PytonPago on December 28, 2013, 06:46:34 pm
 ... played a little whyte UVs and engine props (so it rides more like a few ton vehicle) ...

http://www.upnito.sk/subor/71ac194fb8321ab0727f8a72b0cda8dc.html (http://www.upnito.sk/subor/71ac194fb8321ab0727f8a72b0cda8dc.html)

https://docs.google.com/file/d/0B3ZscF0ox2AGdHlHLWNaVGdjNGc/edit (https://docs.google.com/file/d/0B3ZscF0ox2AGdHlHLWNaVGdjNGc/edit)

www.youtube.com/watch?v=UYhP8Sx5dc8 (http://www.youtube.com/watch?v=UYhP8Sx5dc8#)
Title: Re: Ural 4320-31
Post by: PytonPago on January 04, 2014, 01:41:37 pm
Playing whyte axle suspension ... there are two clear meshes - bones, taken as primal wheels (linear suspension ones, so just sinus height parameter aviable - good the center of axile is a right meter away to get the angle from a tangent function). Axle height is the average of both and its rotation angle is an average of tangent parameters. The visible wheels are separate meshes, rotating like the actual clear mesh wheels (visible at each axle script start that i used its values).
  - the BTR has actually the same way of making the wheels animated. Just no axle there.
Seems fitting nice, till some too fast and extreme height changes while in motion. Doe, i cant get the reason behind needing to put some start parameter for the angle (if angle set as the mere value, it doesnt align horizontally, but in some unknown angle - you can see the correction for it in script).

Thing is, adding suspension restrainers and hydraulics are a lot of trouble for such non-aligned component systems (like the hhrhhr´s little test, where all components where made right horizontal and used a simple wheel angle rotation whyte a swing-type wheel - see here (http://forum.outerra.com/index.php?topic=1253.msg17819#msg17819))

Making some math for the components based on the geometry can be done, doe the offset constant in the angle is making some trouble, also, fine tuning it visually like on the BTR is just shear brain-scratch. Been trying several approaches and spend three days to make something out of it ... eventually it would go, but ... it would a great help if the engine could have a vector
calculator system in it. Simply put - if a frame based restrain whyte its pivot at its frame rotation point and a empty mesh pivot at the axle connection point would exist. Could there be a script to select those two mesh-bones witch outcome would be the vector from first to second pivot (something like "var vect.01 = get.vector(mesh01, mesh02)"), that could be applied to the rotation script for the restrain to face that direction ? (maybe even selecting in witch axes - as the "geom.rotate" script has all three parameters, setting the "vect.01" to all xyz axes would rotate it in the actual vector, and giving it just in two of them, would use just the selected plane vector alignment rotation (say XZ-plane - "(x:vect.01, y:0 ,z:vect.01)")). Could just calculate angles in all three axis planes - applying the right values at the rotation script.

It would make animations much easier, less bulky (for more complicated systems) and give a possibility to animate even very complex systems in vehicle scripts very fast.

Code: [Select]

  // Suspension animations
 
       // Front axle
 
    var wfl =  this.wheel(0);
    var heiwfl = wfl.caxle;
    var wflrot = wfl.rotation;
 
    var wfr =  this.wheel(1);
    var heiwfr = wfr.caxle;
    var wfrrot = wfr.rotation;
 
  var heiaxf = ((-0.14)  + (( heiwfl + heiwfr ) / 2))
  var tanf = (( (( heiwfr ) / 1 ) + (( heiwfr ) / 1 ) ) / 2 )
  var angaxf = -( (-0.14 )+ Math.atan(tanf) )
   
  this.geom.move_joint_orig(this.axilef, {x:0,y:0,z:heiaxf});
    this.geom.rotate_joint_orig(this.axilefac, angaxf, {x:0,y:-1,z:0});
      this.geom.rotate_joint_orig(this.IntFL, steering, {x:0,y:0,z:1});
        this.geom.rotate_joint_orig(this.axilefwlac, wflrot, {x:-1,y:0,z:0});
      this.geom.rotate_joint_orig(this.IntFR, steering, {x:0,y:0,z:1});
        this.geom.rotate_joint_orig(this.axilefwrac, wfrrot, {x:-1,y:0,z:0});

       // Middle axle
 
    var wml =  this.wheel(2);
    var heiwml = wml.caxle;
    var wmlrot = wml.rotation;
 
    var wmr =  this.wheel(3);
    var heiwmr = wmr.caxle;
    var wmrrot = wmr.rotation;
 
  var heiaxm = ((-0.22)  + (( heiwml + heiwmr ) / 2))
  var tanm = (( (( heiwmr ) / 1 ) + (( heiwmr ) / 1 ) ) / 2 )
  var angaxm = -( (-0.165 )+ Math.atan(tanm) )
 
  this.geom.move_joint_orig(this.axilem, {x:0,y:0,z:heiaxm});
    this.geom.rotate_joint_orig(this.axilemac, angaxm, {x:0,y:-1,z:0});
      this.geom.rotate_joint_orig(this.axilemwlac, wmlrot, {x:-1,y:0,z:0});
      this.geom.rotate_joint_orig(this.axilemwrac, wmrrot, {x:-1,y:0,z:0});
 
  var anafr = ( (1.15 * heiaxm ) + ( 0.75 * ( heiwml - heiwmr ) ) )
  var anafl = ( (1.15 * heiaxm ) - ( 0.75 * ( heiwml - heiwmr ) ) )
 
    this.geom.rotate_joint_orig(this.axalf, anafr, {x:1,y:0,z:0});
    this.geom.rotate_joint_orig(this.axarf, anafl, {x:1,y:0,z:0});
 
   
       // Back axle
 
    var wbl =  this.wheel(4);
    var heiwbl = wbl.caxle;
    var wblrot = wbl.rotation;
 
    var wbr =  this.wheel(5);
    var heiwbr = wbr.caxle;
    var wbrrot = wbr.rotation;
 
  var heiaxb = ((-0.24)  + (( heiwbl + heiwbr ) / 2))
  var tanb = (( (( heiwbr ) / 1 ) + (( heiwbr ) / 1 ) ) / 2 )
  var angaxb = -( (-0.184 )+ Math.atan(tanb) )
 
  this.geom.move_joint_orig(this.axileb, {x:0,y:0,z:heiaxb});
    this.geom.rotate_joint_orig(this.axilebac, angaxb, {x:0,y:-1,z:0});
      this.geom.rotate_joint_orig(this.axilebwlac, wblrot, {x:-1,y:0,z:0});
      this.geom.rotate_joint_orig(this.axilebwrac, wbrrot, {x:-1,y:0,z:0});
   
  var heiabl = ((-0.00)  + (( heiwbl + heiwbr ) / 2))
    var heiabltan = Math.atan(( heiabl / 0.7 ) )
  var tanabl = (( (( heiwbr ) / 1 ) + (( heiwbr ) / 1 ) ) / 2 )
  var angabl = -( (-0.184 )+ Math.atan(tanabl) )
  var anabl = ( ( -heiabltan ) + angabl )
  var anabr = ( heiabltan + angabl )
 
    this.geom.rotate_joint_orig(this.axalb, tanabl, {x:-1,y:0,z:0});
    this.geom.rotate_joint_orig(this.axarb, tanabl, {x:1,y:0,z:0});
 
 
     // End of suspension animations


The actual state ... thinking to segment the horizontal plate suspension pieces (leaf springs) into several meshes and animate its deformation that way too later. Will see how it works out. You can see the back axle restrains at the end (out of sync actually of course - still speculating whyte them).

www.youtube.com/watch?v=Z3_Ta4W0HKA (http://www.youtube.com/watch?v=Z3_Ta4W0HKA#)
Title: Re: Ural 4320-31
Post by: ZeosPantera on January 05, 2014, 02:08:29 am
Getting these types of things working should be top priority next to a tire model. Good work, bad music.
Title: Re: Ural 4320-31
Post by: PytonPago on January 05, 2014, 03:46:27 am
Getting these types of things working should be top priority next to a tire model. Good work, bad music.

 ... yes. I had that bad feeling about the restrains and axle movement since i thought about doing this stuff in the model. Was proven to be right there ... there could be a way of rotating the axle at the restrains part-circle rotation track. But still, you have to accommodate the axle according to the wheels. A backwards simulation in fact - that would normally involve some cycle-computing between few functions (cant get the right math-name for those operations). The interaction gap for the Y-axis wheel movement would not be visible in these lengths. But it comes to me as an over-simulation (even industrial hardcore car physics sims do it an else way - also, when it can be done so nicely like the BTRs by some simple rotations, it would be more for some physics-hardcore fans to do the hard way). Also not sure about programing that kind of computing cycle (but may not be as complicated doe - just the functions would have to be very correct to have an needed outcome).

Heh, i took the music as an joke for my three days of bad effort (would understand if youd know the text). Also its a kind of anthem for Russian-Siberian Trailer-drivers on those beasts. :D Ah, just cant wait till some rivers will be added - crossing them whyte a bunch of trees in a trailer whyle under a stream push thousand kilometers away from anything will be a must. :D :D
Title: Re: Ural 4320-31
Post by: PytonPago on April 20, 2014, 08:33:47 am
After a long time, i had finally scratched, what the suspension should be like --- aldo, i still need to figure out to animate the leaf springs ... in mean time, enjoy and await an vehicle update. (hope will be soon).

www.youtube.com/watch?v=kh6IzLqjDQ0&feature=youtu.be (http://www.youtube.com/watch?v=kh6IzLqjDQ0#)

www.youtube.com/watch?v=fsMcYNZvx5Y&feature=youtu.be (http://www.youtube.com/watch?v=fsMcYNZvx5Y&feature=youtu.be)

Also, you could see my script for using multiple stuff by two keys - AUX1 as a counter selector and O as the opener of the stuff. Will try to get both scripts to better shape and will share soon ...

P.S. Dont mind the missing mesh-pieces - this was just a test-build vehicle base - the main one is alright. Also, sorry for video quality. :/
Title: Re: Ural 4320-31
Post by: ZeosPantera on April 20, 2014, 11:16:58 am
This truck is going to be better made and animated than any vehicle in gaming history. We will have to have a party when it is finished.
Title: Re: Ural 4320-31
Post by: PytonPago on April 20, 2014, 12:21:43 pm
This truck is going to be better made and animated than any vehicle in gaming history. We will have to have a party when it is finished.

 ... not true, i would need some tracked snow-adapter, front and rear bumper adapter for train-tracks, pimped programmable suspensions whyte a subwoofer hooked to 6+ 250 decibel trompetes, super neon setup and a cool fire-sticker (cause every kid to 10 years knows no car can go faster than 200 km/h whyteout a flame-sticker on it). :D

Also, wanted to start some standards for vehicles, cant let that be on dummy wheels. :D The thing in script is just that i have to correct every part on all three axes for any movement of its - otherwise its just simple scripts a la wiki. Doe, for some reasons, some stuff needs tweaking trough some constants, cause they somehow start the rotation a little weirdly (thought all should be towards the local pivot point orientation, but sometimes angles get out little else than math shows me) - that's why it took so much time. I had to manually find those out so that stuff blends in properly. It isnt much ideal yet (you could see some 2-5 cm glitches at extreme angles and from separate scripts counted off-movements). But im sure that will be sorted out in time ...
Title: Re: Ural 4320-31
Post by: PytonPago on May 07, 2014, 01:15:26 pm
A little tease for the future project heading. Have to wait till home to tune up the leaf-springs in script (in the end i had to do it the multiple pieces way, each whyte a different rotation multiplier), so in the meantime i work on this little fella for the flat-bed version. Its a soviet ZS-23-2 AA gun still in use by many armies.

(http://m3.aimg.sk/forig/f_458039158_4dac8d69231575b8ba45763634ead231.png)

(http://m3.aimg.sk/forig/f_458039154_14cd4376f905e2b1392b51b4fc017eb1.png)

(http://m2.aimg.sk/forig/f_458039153_5da8f85c3cd042dcd5746a7570e8a58a.png)

 Want to hook up and test the multiple-object opening script of mine in terms of stability whyte a turret and this seemed to me as a logical way for that. Also, later on a airfield service vehicle and fuel-transporter will come ( to make some airfield misc-vehicles objects available for the Mig), but one at a time.
Title: Re: Ural 4320-31
Post by: Fighter117 on May 08, 2014, 10:44:27 am
I can't upload ALL what you share because all the upload websites are spammed or no link to upload when i'm in the page... :(
Title: Re: Ural 4320-31
Post by: PytonPago on May 08, 2014, 01:45:31 pm
I can't upload ALL what you share because all the upload websites are spammed or no link to upload when i'm in the page... :(

damned sendspace and file-dropper ... always deleting stuff  >:( ... i go reupload them on Google-drive ... the "upnito.sk" works doe, but yes, Slovak language.  ::)

 "edit: Should be there yet. Have fun ! (and let me know if i mixed the links up - done it in hurry)"
Title: Re: Ural 4320-31
Post by: Fighter117 on May 08, 2014, 02:31:02 pm
Thank you very much !  ;)
Title: Re: Ural 4320-31
Post by: PytonPago on May 22, 2014, 01:45:37 pm
So much to add .. but hope, the pure suspension version comes soon to public.

(http://t2.aimg.sk/pokec/fotoalbumy/01/o_458555145_4188b134745ebff23700de3c901096cb.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=3_1jZMsE0mOapLBLgLUuzQ&e=2145916800)

(http://t2.aimg.sk/pokec/fotoalbumy/00/o_458555144_da77eecb08718a60d6ca6c16a37c6d07.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=Rf-tHhhCn-hfWcHQJejPyg&e=2145916800)

(http://t4.aimg.sk/pokec/fotoalbumy/04/o_458555140_31f7fd124505a80aad252743715278a7.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=X8mh0Bzj45UHTaHKXRHtSw&e=2145916800)

(http://t2.aimg.sk/pokec/fotoalbumy/01/o_458555137_19531b866aa53897296d80ffd5ed5267.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=5lnFaH5hnf-ChNtIoj6nRQ&e=2145916800)

(http://t4.aimg.sk/pokec/fotoalbumy/02/o_458555130_cde32ff9d2f7a82151cd289802f4fa0c.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=iGtnRlJ4R921Q9ogfkDNJQ&e=2145916800)
Title: Re: Ural 4320-31
Post by: Timmo on May 22, 2014, 10:15:45 pm
Have those small details (i.e. the star etc on the ammo box) been modelled as geometry or texture? If it's the former, I think it would be better to model it with texture (i.e. bump/occlusion map) for performance reasons?
Title: Re: Ural 4320-31
Post by: ZeosPantera on May 23, 2014, 01:33:48 am
Make gun shoot boom!

That is my only request.
Title: Re: Ural 4320-31
Post by: PytonPago on May 23, 2014, 02:14:35 am
Have those small details (i.e. the star etc on the ammo box) been modelled as geometry or texture? If it's the former, I think it would be better to model it with texture (i.e. bump/occlusion map) for performance reasons?

... its my personal detail-thought to make it "physically detailed" (one day those models could be used for a top-notch mil-sim, where just reloading should go trough all the real-life procedures - then this detail will be needed, mostly on functional parts)

www.youtube.com/watch?v=0TaJ7EdhgBE (http://www.youtube.com/watch?v=0TaJ7EdhgBE#ws)

www.youtube.com/watch?v=2qFgB3jD_Nw (http://www.youtube.com/watch?v=2qFgB3jD_Nw#ws)

- want see how far OT can be pushed. Also, think Cameny and Angry will have something more interesting to show on a OT promo one day. :)

 Will do textures - - - - - - one day  ::) (takes a lot of time and still isnt finished yet).   But youre right for the performance - would need Six hands for making other LODs for all my models, but i should do one day too.

Make gun shoot boom!

That is my only request.

Yes, would like Cameny to hook up the promo light-fitted bullets to it when finished. Than, some serious action can be going on - at least some night-time AA shooting at the BT-67.  :D
Title: Re: Ural 4320-31
Post by: PytonPago on May 25, 2014, 01:14:14 pm

Dear fiends !

Finally the Alpha version of the Ural-4320 6x6 base textured and suspension-workig in different variants:



(http://t1.aimg.sk/pokec/fotoalbumy/04/o_458664148_c053ef680caae85adab6a6129f8ea711.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=rNZHh_Eg7sbWOsjCiBysTQ&e=2145916800)

(http://t4.aimg.sk/pokec/fotoalbumy/07/o_458664407_dce559836d5a79103907850b4091b020.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=4Amh4ndkjkPGfBIklfPSBg&e=2145916800)

(http://t1.aimg.sk/pokec/fotoalbumy/01/o_458664457_f871a3927d70553a7daa69893f7be683.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=1tCJwlKMkqnwYaqbHneq9w&e=2145916800)

(http://t4.aimg.sk/pokec/fotoalbumy/03/o_458664483_df0f22c4c54eb40e5131b21674f1942d.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=4hYkUtyYZVPMKOORbbECmQ&e=2145916800)

(http://t4.aimg.sk/pokec/fotoalbumy/07/o_458664535_82dc34336009c0eb724e69180d146692.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=K3c2OdDUW8KbTbQkqwz1BA&e=2145916800)


Version: 0.15 - Smooth


Working:
- Start up and stop with a key. :D
              - gas pedal working
              - HandBrake animated for parking
              - Gear-rod animated
              - ZU-23-2 AAGun System rotation (and its valves - still needs to be finished)
              - Speedmeter and RPMmeter
              - Front-lights (just hiding the bulbs till light-sources are in OT) ("L" key)
              - Windows (will be intensity-based later) ("ShiftUP" keybinding)
              - Suncowers ( with a little something extra  ;D )
              - Manual gear control
              - Multiple variations of the truck for the spawner menu (doe more variants possible by an easy slight manual script-modification(mostly for the engine-filter type or the wheel camo-cowers, but more stuff coming in time))
              - Complex suspension
              - Now uses fuel - you can run out of it ! But need to think about a gas-station yet. :D
              - sounds added again, doe engine-script requires a good sound-profile. That will need some recording done. :/
                 
Planned next: - Horn-sound (works, doe sound system has to be re-done, cause i need some engine-sound samples) ("H" key)
                    - Whipers
                    - Instruments further enhancement
                    - Adjustable rear-mirrors
                    - In-car ventilation
                    - Turn lights, reverse and head lights
                    - Head-glass wipers
                    - Targeting device

                      (and the things where i have not much idea how i do it  ... at this time)
                    - Flat tire simulation
                    - illumination and some warning-diodes.
                   

Turret rotation is the basic one. (Note, key-bindings are my preferred setting in the menu) Gears are shifted by the "ShiftUp" (Z) and "ShiftDown" (X) bindings. Opening stuff goes by the "AOpen" (O). Shifting between manual and automatic transmission on "Aux1" (T) and selection between Cabin-stuff and BackSection-stuff is trough "Aux3" (U) and "Aux4" (I). The fact, they open at the same time will be fixed somehow in the future (didnt want to use the same counter for them - too much stuff on some variants). Also, all the selection is shown in the "P"-invoked debug-window. Drive characteristic is little off (RPM gain is maybe a little too fast), but max-speeds and power should be approx. good.

Hoonking and head-light ON/OFF still there, doe as seen upper, needs some work to do.

For modders, all texture-files in a separate folder system + UV-Layouts and photohop-files included. Feel free to pimp those textures as ya wish.

Model itself is freeware too, doe cause of the size, you better PM me for it. (will paste it on the site someday too, when it isnt in such messy state as it is right now)

Here to get -- SMOOTH version:

https://drive.google.com/file/d/0B3ZscF0ox2AGWC1pNzBSMDdiZnM/edit?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGWC1pNzBSMDdiZnM/edit?usp=sharing)

Title: Re: Ural 4320-31
Post by: ZeosPantera on May 25, 2014, 02:43:59 pm
You are truly a pioneer in this engine. I wish the gun would fire!
Title: Re: Ural 4320-31
Post by: PytonPago on May 25, 2014, 02:56:46 pm
You are truly a pioneer in this engine. I wish the gun would fire!

 ... be patient, Zeos, and maybe Santa will bring us some sparky-things too. Counting on Cameny on that one. :D

Also a little promo-vid:

https://www.youtube.com/watch?v=JU0usi7So2I (http://www.youtube.com/watch?v=JU0usi7So2I)
Title: Re: Ural 4320-31
Post by: Jagerbomber on May 25, 2014, 04:43:56 pm
But do they moo?
Title: Re: Ural 4320-31
Post by: Revolver on May 25, 2014, 08:41:49 pm
very nice Pago.
Title: Re: Ural 4320-31
Post by: sniperwolfpk5 on May 25, 2014, 11:32:54 pm
I just login for you to congratulate. What a incredible work. The modals the details are just awesome. Good Job :)
Title: Re: Ural 4320-31
Post by: PytonPago on May 25, 2014, 11:52:23 pm
But do they moo?

Damned you ... now they really look like cows in that camo for me !  ;D
Title: Re: Ural 4320-31
Post by: M7 on May 26, 2014, 09:34:50 am
Wow very impressive!
Title: Re: Ural 4320-31
Post by: ZeosPantera on May 26, 2014, 12:19:35 pm
Can you get a camera that sits in the guns chair or is that not possible in the current scripts?
Title: Re: Ural 4320-31
Post by: PytonPago on May 26, 2014, 01:01:16 pm
Can you get a camera that sits in the guns chair or is that not possible in the current scripts?

 ... till camera position can be fixed to a certain mesh, it will be difficult - guess, maybe a circle script to use on the camera coordinates, doe im not sure if the vector of its facing will change too, or stay focused at the same direction ...  ???

Anyway, i dont have the targeting device done yet there - you need to use a paper-roll anyway. :D :D
Title: Re: Ural 4320-31
Post by: PytonPago on May 28, 2014, 07:55:11 am
NEWER EWER - scare your ural --- they jump out of their suspension !!!  ::)

(http://t1.aimg.sk/pokec/fotoalbumy/04/o_458753508_95bb6721bb3fbd9541346dce53911ff4.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=KR8PSpC285jHArcoNC9-Qg&e=2145916800)

(http://t4.aimg.sk/pokec/fotoalbumy/01/o_458753537_f4a419c2b467c9d3b1750a681c1a04db.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=_CCB7vlCjOsjFkIvGVvfOQ&e=2145916800)

(http://t2.aimg.sk/pokec/fotoalbumy/00/o_458753560_37d2ff6473a6d7d8ece7a44481b3d20b.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=jP30jrYsdOg5ZqrV5IMS8g&e=2145916800)


  ... happened when i played whyte script and has something stupid laying around there ...
Title: Re: Ural 4320-31
Post by: Jagerbomber on May 28, 2014, 09:28:16 am
Uhh... You're supposed to wait until the pavement dries...  ::)
Title: Re: Ural 4320-31
Post by: ZeosPantera on May 28, 2014, 02:19:23 pm
I love the way the leaf springs are trying to compensate.
Title: Re: Ural 4320-31
Post by: PytonPago on May 28, 2014, 03:05:36 pm
(http://t1.aimg.sk/pokec/fotoalbumy/01/o_458764769_d856eab32093f9d11f664b444be150a4.png?t=L2ZpdC1pbi8xOTIweDE5MjA=&h=cWWXchLGyvACtSm-L81xtg&e=2145916800)

 Was playing around the front-panel stuff a little. Tuned the speed/RPM meters, added a driven-length meter, some little oil pressure and coolant pressure indicators ... if you run out of fuel, the engine dies, also when coolant temperature goes too high. Next would be a illuminated panel-texture creation for the light-indication panel. Some things will be further enhanced like the tire-pressure indicator. But OT needs first some enhanced wheel-physics for that to manipulate their deformations and the "clearance". Other than that - i should work on the ZU-23 model to bring it to finish, do the BTR-80 interior and pimp its script to this extend too (if all goes well, ill incorporate the multiple-turret script so that you can use the side-shoot places white some AKs too in addition to the turret, but you all must wait for that one to come).

 So ... check the latest download-post ! Enjoy the driving !
Title: Re: Ural 4320-31
Post by: Revolver on May 28, 2014, 11:29:52 pm
What is with the smoothing? :o
Title: Re: Ural 4320-31
Post by: PytonPago on May 29, 2014, 12:45:01 am
What is with the smoothing? :o

 ... yes, probably should add some polygons to the steering-wheel ...
Title: Re: Ural 4320-31
Post by: vincibb on May 29, 2014, 02:14:36 am
What is with the smoothing? :o

 ... yes, probably should add some polygons to the steering-wheel ...

Try to use normal maps instead of adding more polygons. http://en.m.wikipedia.org/wiki/Normal_mapping (http://en.m.wikipedia.org/wiki/Normal_mapping)
It will save you performance since you will only use texture.
Title: Re: Ural 4320-31
Post by: cameni on May 29, 2014, 02:33:43 am
... yes, probably should add some polygons to the steering-wheel ...
Those look actually like not smoothed mesh normals. In practice that means there are multiple normals per vertex, and importer has to duplicate the vertices just to achieve that non-smooth look. If you smooth the mesh, there will be a single normal per vertex, smaller mesh after import, and a better look. Non-smooth mesh is used where you actually need to obtain an edge.
Title: Re: Ural 4320-31
Post by: PytonPago on May 29, 2014, 03:41:26 am
What is with the smoothing? :o

 ... yes, probably should add some polygons to the steering-wheel ...

Try to use normal maps instead of adding more polygons. http://en.m.wikipedia.org/wiki/Normal_mapping (http://en.m.wikipedia.org/wiki/Normal_mapping)
It will save you performance since you will only use texture.

 ... man, im bad at anything involving textures outside filling a square whyte some paint. Not to mention artistic jobs like that Michalangelo. (if i could draw some of that stuff i have sometimes in my head) :D - but can UV-map the rest of the cabin and put for someone to finish the texture work ... 

Those look actually like not smoothed mesh normals. In practice that means there are multiple normals per vertex, and importer has to duplicate the vertices just to achieve that non-smooth look. If you smooth the mesh, there will be a single normal per vertex, smaller mesh after import, and a better look. Non-smooth mesh is used where you actually need to obtain an edge.

The upper part is a 35 segment half-circle whyte a 14 vert. oval equal-sided triangle (profile is as it should be at the orig. real-life wheel). No doubles there. for a edge, you can (in accordance to the edge radius) smooth it up physically by adding 1-3 edges. But up-close, equi-distant and equi-angled points (specially at circles)
go always "edgy" when coming close enough for the optical blending effect to kick in. (compare the instrument panel clocks - if ya sit up-straight in the seat and when ya go look at the very details of the circle). Always just so much there can be done white geometry at certain distance - just like the Pythagoras circle-test by using a rope and ever dividing a square.

   Normal mapping is there-for much appreciated when light gets un-evenly distributed at the edges creating an optical illusion of blending-in whyte the faces.
Title: Re: Ural 4320-31
Post by: cameni on May 29, 2014, 05:05:39 am
Nah, you've got it everywhere, each surface is not smooth:

(http://i.minus.com/jbvSDjPWN3IczP.jpg) (http://minus.com/i/bvSDjPWN3IczP)

That's pretty high triangulation, yet your surfaces are flat-shaded. Most other models have much coarser triangulation, yet they are smooth.
Normals are interpolated, you get a smooth surface by default. Only when each triangle has its own normals, then you get this. Your model will then also have 3x the amount of vertices after import into the engine, as GPUs need to have 1:1 vertex:normal.

Look in your editor for mesh smoothing operation. There should be also a modifier that detects sharp edges and leaves them intact.
Title: Re: Ural 4320-31
Post by: PytonPago on May 29, 2014, 06:09:43 am
... will look into that ...
Title: Re: Ural 4320-31
Post by: M7 on May 29, 2014, 09:49:38 am
Just found a documentation page http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing (http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Smoothing)
Title: Re: Ural 4320-31
Post by: ZeosPantera on May 29, 2014, 12:51:27 pm
I like this discussion. Improving things together like a team!
Title: Re: Ural 4320-31
Post by: PytonPago on May 29, 2014, 01:20:28 pm
this will prove difficult - will take a day, seems it crashes all my forms ... 
Title: Re: Ural 4320-31
Post by: PytonPago on June 24, 2014, 11:36:36 am
Smoothed the Urals a little - check the last link and let me know if there is something oddly looking ...
Title: Re: Ural 4320-31
Post by: PytonPago on June 24, 2014, 11:39:07 am
Smoothed that beast up - check the last download-post and let me know if you find some odd looking parts ...
Title: Re: Ural 4320-31
Post by: thx_nb on June 24, 2014, 01:29:21 pm
That is one large otx-file: 100MB. Any idea why it is so large?

Edit: It seems you have included a .blend and .dae file in de otx (both around 70 MB). Are these necessary?
Title: Re: Ural 4320-31
Post by: PytonPago on June 24, 2014, 01:45:27 pm
That is one large otx-file: 100MB. Any idea why it is so large?

Edit: It seems you have included a .blend and .dae file in de otx (both around 70 MB). Are these necessary?

... model itself has around 30 - im giving there a package for texture-making and the 3D model-file to give people the option to speculate whyte it too (or check hierarchy and stuff) - a part of my free-model project. ... doe, i could upload it separately in the future if ya need ...
Title: Re: Ural 4320-31
Post by: thx_nb on June 24, 2014, 01:48:40 pm
I like that the model and textures are available, and I may even use them.
Also, my download speed is quite fast, so it doesn't really matter for me, but it seems to me, most people won't use the model and texturing package, so it could be a good idea to separate them.
Title: Re: Ural 4320-31
Post by: M7 on June 24, 2014, 04:02:21 pm
Did a quick texture test. I created a fbx from blender, opened it in max, baked an ambiant occlusion map of the wheel , then pasted the result back in the photoshop file, then updated the dds. So it looks like the whole process seems to work flawlessly.

http://imgur.com/wgNUKVl (http://imgur.com/wgNUKVl)
Title: Re: Ural 4320-31
Post by: PytonPago on June 24, 2014, 04:22:35 pm
Looks nice - hope the UVs are not too chaotic for some parts. Also, the textures are one part, but i didnt really play seriously whyte materials aether, except making windows transparent (but i have done some dirty-glass texture longer time ago if im not mistaken) and mirrors reflective. You might need to look-up the material file too for reality-look ...you could also make a higher resolution texture too if you like (2x would be probably good for details and dirt/dust sediment effects), some places may be low-res due to space-coverage on UVs.
Title: Re: Ural 4320-31
Post by: M7 on June 24, 2014, 05:00:39 pm
Yeah ill check the mtl and stuff. Actually i created a roughness map with the base value of 1.0 for that quick test.

Eh! I found this under the tire, is that a flat tire mesh?
Title: Re: Ural 4320-31
Post by: M7 on June 24, 2014, 11:54:45 pm
Here's the final tire look. For some reason i thought the wheel cap was on the same uv. I might be missing something here...

(http://i.imgur.com/5a4fqxp.jpg)
Title: Re: Ural 4320-31
Post by: PytonPago on June 25, 2014, 01:51:00 am
Yes - i wont to do a flat-tire simulation later on ... but im not sure if it stays, cause if i could simulate the pressure in the wheel by its deformation, it could be irrelevant, but need to play a little more with animations in blender and try some stuff in OT ... The wheel-cap (if ya mean the cantral cower for it) is a different mesh and its visible on another one (the cowered - back-section one), just find it in the script and give it a "true" to be visible, or check that other vehicle (you need to add the DDS into its folder too cause all have separate)

 Also, the tire looks Awesome !

P.S.: Dont mind the BM-21 system in the model file yet -will UV it and add it later on, just needs some more work to be done on that one (plus still cant find a proper aiming-device description needed for it). I will post it whyte the blender and collada files, in the progress too .. (could actually add a 3DS if ya need)
Title: Re: Ural 4320-31
Post by: M7 on June 27, 2014, 07:32:45 pm
Finally after a while i was not that pleased with that last tire rendering. I couldn't make/use normal map because of the way the UV was made (one piece flat). Not easy to explain the logic but with a flat UV representing a cercle,  the lighting of the bumps gets inverted from one side to the other.

So i went back to the UV file with max and separate the sides of the tire from the sole/tracks, to have two flat donuts and the flat sole.

Then i was able to make little ridges on the surface and lighting was correct. These are not final as i will try to get all the right details of the real one.

So if you prefer this rendering, i could give you a .uvw file (of only the tire) or a .fbx (with only the tire) that you can import in blender.

http://imgur.com/hI0vYaf (http://imgur.com/hI0vYaf)
Title: Re: Ural 4320-31
Post by: PytonPago on June 28, 2014, 01:50:41 am
i think it tries to find some specific bump on the mesh to determine the primary and secondary one for baking. When the model is perfectly symmetric and the low-res isnt a much more difference, it may pick them up in the wrong order and thus trying to bump it inside out (like he would take it more like a cave segment than a tire - doe i think there should be a way to choose witch is primal to solve this problem, i saw that on some blender vid. at least ) - Also, baking is more for artistic stuff - like if i would do some Maya paint-brush buildup to extreme levels and then decimate the model to 500-1000 verts, on witch the normals would be baken - adding texture afterwards accordingly.   ... other way is to do an detailed well fitted texture and use pixel-area processing tools like CrazyBump.   

Doe, you could try something else - make the tire for baking a little bigger than the prop for texturing - make all the fine deformations on it and after baking, it should be able to suppress the normal map intensity so that the size-difference made effect would be suppressed (maybe it wont be - not sure if the program checks surfaces on a greater scale and suppresses this already somehow - guess it is tool-dependent), while fine detail prevails. Doe, not sure how it will go, needs to be tested.

... yes, you can send me the file and i can look onto it, doe, splitting UVs will be little bad for all the other vehicle parts.
Title: Re: Ural 4320-31
Post by: M7 on June 28, 2014, 03:10:28 pm
Ok hope this works like in Max. So in max, i select each tire at a time, set uvw Unwrap modifier, open the editor and finally load tire.uvw which instantly replace the uv. And it doesn't affect the other mesh UV (if the other mesh are not selected)

https://drive.google.com/file/d/0B96RrTcNJsI2SzJYNXJmNm1PRXM/edit?usp=sharing

Title: Re: Ural 4320-31
Post by: PytonPago on June 28, 2014, 03:24:07 pm
Its not much good of use those .uvw´s on Blender - not sure if they have any support for that format. Could you export the wheel itself to .obj ? 
Title: Re: Ural 4320-31
Post by: M7 on June 28, 2014, 03:46:17 pm
It would have been too easy :-(
Then here's an obj and a fbx of only the tire, but unfortunatly it got resized in the blender-fbx-3ds export/import

https://drive.google.com/file/d/0B96RrTcNJsI2Q2cxZG5lSjRHNFE/edit?usp=sharing
https://drive.google.com/file/d/0B96RrTcNJsI2X3JmaUY0SUZPQ0E/edit?usp=sharing
Title: Re: Ural 4320-31
Post by: PytonPago on June 29, 2014, 12:06:22 am
 size is no problem ... i switch them all and upload the UVLayout n texture.
Title: Re: Ural 4320-31
Post by: PytonPago on June 29, 2014, 01:50:29 am
Here you have the tire-revisioned OT-ready version, M7. (let me know if ya want the model file too)

https://drive.google.com/file/d/0B3ZscF0ox2AGR19mS3g0QlJPOW8/edit?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGR19mS3g0QlJPOW8/edit?usp=sharing)

Ill work now on the BM-21 system UVs and hope to finish the ZU-32 ... that will take a while (a lot of miniature stuff to cower on the launcher). Then stuff can be complete again after a longer time.
Title: Re: Ural 4320-31
Post by: M7 on June 29, 2014, 09:54:21 am
Think i'm fine for now with the previous model.
The tire texture fits perfectly with that last version but i'm not sure about smooting on the tire. Think the threads looks better without, same with the gas tank on the side. The rest of the smooting on the vehicle looks good to me. Great job !!

http://imgur.com/481Zsyh (http://imgur.com/481Zsyh)

Now a few bugs.

The Ural-4320-31_Mil_BackSect_Frame has a sound stucked when spawned. The texture on the wheels rim cap (dont know the real word) doesn't show when spawned, but you can see the texture when you place them as object.

Title: Re: Ural 4320-31
Post by: aWac9 on June 29, 2014, 03:35:50 pm
recommended
fantastic job
thank you very much, I made a simple video to see these mods.

]https://www.youtube.com/watch?v=GgpJtjEKiPg

 :o (https://www.youtube.com/watch?v=GgpJtjEKiPg[/url)
Title: Re: Ural 4320-31
Post by: PytonPago on June 29, 2014, 03:59:40 pm
hmm ... must check the script probably - all have a part that is the same and a specific part, sometimes got something bad at the specifics. Doe, know i have tested them, but i look at it and update (try using the script for that vehicle from the previous download (where the wheels were still one big flat UV - didnt do any changes there, so it might go whyte it too, or should do the same bad stuff)) ... yes, the oil can should be a little less smooth - probably will play whyte that modifier a little more too (have probably the meshes badly segmented so some parts look nice whyte a higher angle threshold than others and i somehow overlooked them), thanks for the info !
Title: Re: Ural 4320-31
Post by: PytonPago on June 29, 2014, 04:10:04 pm
recommended
fantastic job
thank you very much, I made a simple video to see these mods.

]https://www.youtube.com/watch?v=GgpJtjEKiPg

 :o
 (https://www.youtube.com/watch?v=GgpJtjEKiPg[/url)

Some of the dynamic functions were cool to show too, but ... damn, i should pay you for advertisement !  ;D  ;D  Also did notice just yet, that i forgot to add the corrected wheel .dds into the folders. Did it for the UV templates and forgot to put it into model directories.  ::)
Title: Re: Ural 4320-31
Post by: M7 on July 01, 2014, 10:42:47 pm
I was curious if i could use the V12 sound set from sonory, with the ural. It has ready slot for it in the .JS. I find  It work ok, probably not quite the right sound for the ural. The on load sound is probably too much.

http://youtu.be/MOPwNFx7FC8 (http://youtu.be/MOPwNFx7FC8)
Title: Re: Ural 4320-31
Post by: PytonPago on July 02, 2014, 12:01:36 am
The actual profile for sound modulation is wrong for that kind of vehicle - its a typical sport car, where the base-run sound is so much different from max RPM. Tried it whyte a set of sounds at different rpms i cut from youtube vids and it was too much - the math behind the modulation must be lowered, but i didnt continue, cause the sounds i picked arent much consistent cause of different microphones it was recorded. I would need a set from some engine-record testing -would be good to get some hands or friend at the Zil-motor factory there ... its just not it when there is a sound from a different truck (at least not for me).
Title: Re: Ural 4320-31
Post by: M7 on July 02, 2014, 01:18:09 pm
This is how the V12 sample should sound using Hrrhrr script. I could not get the ural to sound as good using the current script.
Also this time i used a pedal. Make a big difference.
http://youtu.be/-Njvsjm4mgg (http://youtu.be/-Njvsjm4mgg)

Would sure be nice to sample from an actual 4320 with good sampling equipment like these guys..
http://youtu.be/8ucs2fXQda4 (http://youtu.be/8ucs2fXQda4)
Title: Re: Ural 4320-31
Post by: PytonPago on July 02, 2014, 01:43:55 pm
Hmm ... would be great to get my hands on their data ...
Title: Re: Ural 4320-31
Post by: thx_nb on July 02, 2014, 01:56:58 pm
Also did notice just yet, that i forgot to add the corrected wheel .dds into the folders. Did it for the UV templates and forgot to put it into model directories.  ::)

I also have the camouflaged reflective tires with the newest version. Do you have a version with the correct wheel textures?
Title: Re: Ural 4320-31
Post by: PytonPago on July 03, 2014, 02:04:46 am
Also did notice just yet, that i forgot to add the corrected wheel .dds into the folders. Did it for the UV templates and forgot to put it into model directories.  ::)

I also have the camouflaged reflective tires with the newest version. Do you have a version with the correct wheel textures?

 ... look into the folder whyte the stuff for texture-creation white-in the OTs model-folder - the one there is the corrected and just copy it over all the different variations ...
Title: Re: Ural 4320-31
Post by: thx_nb on July 03, 2014, 05:25:23 am
The TextureCreationKit folder contains only .png and .psd files. Can I just rename a .png to .dds?
Sorry, no experience with texturing.
Title: Re: Ural 4320-31
Post by: fsxthai on July 03, 2014, 05:32:21 am
The TextureCreationKit folder contains only .png and .psd files. Can I just rename a .png to .dds?
Sorry, no experience with texturing.

Maybe open the file as a .png and then save it as a .dds?
Title: Re: Ural 4320-31
Post by: PytonPago on July 03, 2014, 02:25:16 pm
The TextureCreationKit folder contains only .png and .psd files. Can I just rename a .png to .dds?
Sorry, no experience with texturing.

Damn ... how did i exclude those dds´s ? ... just wait a little moment, ill uploaded it rightly again ...try it.
Title: Re: Ural 4320-31
Post by: thx_nb on July 03, 2014, 05:29:57 pm
The model itself looks good now. The texturing of the wheels is nowhere near the images in this thread though. Tires are glossy black and the rim is either black or 'camouflaged'.

(http://i.imgur.com/iuBwPIX.jpg)
Title: Re: Ural 4320-31
Post by: M7 on July 03, 2014, 07:30:50 pm
Well i did the wheel texture on the screenshots and i didnt sent it to Python yet cause i want to work on it a bit more. I will have more time to continue this next week and to start the overall textures.
Title: Re: Ural 4320-31
Post by: PytonPago on July 03, 2014, 11:57:14 pm
Well i did the wheel texture on the screenshots and i didnt sent it to Python yet cause i want to work on it a bit more. I will have more time to continue this next week and to start the overall textures.

... also, I didn't play whyte material settings at all ...

No hurry, M7, its still in alpha till my tires deform, BM-21 is UV-textured, ZU-23-2 is finished, warning-system front panel done and 2 more back-section modules are made.  :D

Nice screen thx_nb. Im slow as a slug lately whyte it, but i wont stop till its like a real one ...
Title: Re: Ural 4320-31
Post by: Fighter117 on July 04, 2014, 04:22:18 am
That's a very nice work ! ;)
Title: Re: Ural 4320-31
Post by: thx_nb on July 04, 2014, 05:56:55 am
Ah, my mistake. I assumed the uploaded otx already had M7's tire textures.
Anyway, tnx for the beautiful model. Can't wait 'till it is finished. :)
Title: Re: Ural 4320-31
Post by: PytonPago on September 25, 2014, 03:02:33 pm
(http://t3.aimg.sk/pokec/fotoalbumy/01/o_462765113_ad4b9c60e664c9c7850a06a10c6e97e3.jpg?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=FklipjjJBZfWW4XgZh5epQ&e=2145916800)

... you cant imagine those nights i spend UV-unwrapping this thing ...  :P ... Now i go on some scripting there, will probably change a few things. Could take a whyle too ...
Title: Re: Ural 4320-31
Post by: PytonPago on October 01, 2014, 11:37:12 am
I just made my mind up and i will probably do three extra models for the ural just for the sake of the aviation comunty here :


VZ-20-350 - gas supply vehicle (for gas pneumatic systems and tires)
(http://media.militaryphotos.net/photos/albums/album397/aca.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/00/o_462939160_1332ad06b2e7b38cd3484cab57e2badf.png?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=fCZ7EEZaqldTJL8jlUKh5Q&e=2145916800)

(http://t2.aimg.sk/pokec/fotoalbumy/06/o_462939150_554e56c87319a5313f1bdacb5d70fda1.png?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=v26AH2DcTe0APn84uYIE0A&e=2145916800)

Benzovoz - or simply, oil and gasoline supply truck (the same, just other textures)

(http://img.board.com.ua/a/1042580433/wm/1-benzovoz-ural-375-d.jpg)

... and the electro-assistance vehicle APA-5D.
(http://upload.wikimedia.org/wikipedia/commons/6/6a/Airfield_starter_unit_APA-5D_-_rear.jpg)

Hope i can do them in some better detail for possible deeper Sim ( or at least more graphic ) usage way too ...
Title: Re: Ural 4320-31
Post by: Acetone on October 01, 2014, 11:56:05 am
I will put it in the Talkeetna scene as soon it is out (If you are ok with it, of course).
A russian truck in Alaska, we do not care, UOF have no frontier !

I should have add the Ural sooner in fact, I love your truck.
By the way in the latest version of the Alasha scene there is a small terrain I made just for having fun with it. Silly slopes and weird slants :) (it's not far away from the new airport).
Title: Re: Ural 4320-31
Post by: PytonPago on October 02, 2014, 05:02:12 am
I will put it in the Talkeetna scene as soon it is out (If you are ok with it, of course).
A russian truck in Alaska, we do not care, UOF have no frontier !

I should have add the Ural sooner in fact, I love your truck.
By the way in the latest version of the Alasha scene there is a small terrain I made just for having fun with it. Silly slopes and weird slants :) (it's not far away from the new airport).

 ... no problem whyte that, but will take some time, till the initial versions are out as im just at modeling. Also, would be best till they have a lower LOD, cause my models are heawy-polygon. Would be probably like whyte that house interiors ...

 Must be a nice spot, can you post the coordinates ?
Title: Re: Ural 4320-31
Post by: Acetone on October 02, 2014, 05:50:44 am

 Must be a nice spot, can you post the coordinates ?

Yup, direct image link (http://www.mediafire.com/view/5rmerpraalo6q5g/screen_1412242369.jpg).

As usual, download picture, open with Outerra :)
Title: Re: Ural 4320-31
Post by: PytonPago on October 02, 2014, 12:17:46 pm
Thanks (CH3)2-C=O ! Just the perfect scene for the bare ural !
Title: Re: Ural 4320-31
Post by: PytonPago on November 15, 2014, 11:52:39 am
Heh, had some spare time during train-traveling, so i did some speedy light addition ...

http://pokec.azet.sk/pagos/fotoalbumy/dxfl/ft-464151341

I hope, carts will be possible too sometime so we could make some nice things to drag for this bad boy.

(sorry for no up-right photo, but they've done some bad changes on that site and i cant post them directly as the others anymore ... i hope they fix that, dont like posting on the usual pure photo-sites)
Title: Re: Ural 4320-31
Post by: PytonPago on December 05, 2014, 12:39:29 pm
Today i had time to get the two new vriants in the script (still some fine modelling work to do and textures).

www.youtube.com/watch?v=m130ZTa4HQI (http://www.youtube.com/watch?v=m130ZTa4HQI)
Title: Re: Ural 4320-31
Post by: PytonPago on December 06, 2014, 02:13:20 pm
I think i need a plumber for the pipes ... anyone, who has Marios number ? :D :D

(http://t3.aimg.sk/pokec/fotoalbumy/04/o_464665140_c5fc690e00b28f3ca1cc4cf36c9d1531.png?t=&h=Ln-LglP6VX_Ui-Whs30Z8w&e=2145916800&d=o_464665140_c5fc690e00b28f3ca1cc4cf36c9d1531.png)
Title: Re: Ural 4320-31
Post by: ZeosPantera on December 07, 2014, 12:18:02 am
So Many Valves!
Title: Re: Ural 4320-31
Post by: PytonPago on December 07, 2014, 01:58:04 am
So Many Valves!

Yes, each has its own pressure interval - basically, to be able to pump stuff to a very precise pressure. A handy thing for airfield technicians.
Title: Re: Ural 4320-31
Post by: Revolver on December 07, 2014, 04:37:52 am
I think i need a plumber for the pipes ... anyone, who has Marios number ? :D :D


Sehr schön, PP.Wird das einen Wagen mit Betankungsanlagen?
Title: Re: Ural 4320-31
Post by: PytonPago on December 07, 2014, 05:27:32 am
I think i need a plumber for the pipes ... anyone, who has Marios number ? :D :D


Sehr schön, PP.Wird das einen Wagen mit Betankungsanlagen?

Hochdruck-luft vervaltungs einheit (meistens ist es auf ne separate schlepp-carre, aber russen mochten es immer aus mobilen grunden auf den lastwagen selbst). Aber ne Tank-version, elektro-agregat und eine öll-maschiene (fur hydrosysteme etc.) werde ich noch auch machen.
Title: Re: Ural 4320-31
Post by: PytonPago on January 07, 2015, 02:17:41 pm
I have no idea what ive done, but i cant find why AOpen function doesnt work for me now :

Anyone see something ? ???

P.S.: Also, did i tamper whyte the OT Bus´s script or is the front door infinitely rotating in base version when opened ?
Title: Re: Ural 4320-31
Post by: cameni on January 07, 2015, 02:38:46 pm
it's that default: before case AOpen:
Title: Re: Ural 4320-31
Post by: PytonPago on January 07, 2015, 04:28:20 pm
it's that default: before case AOpen:


 ... just trash (had to delete some stuff cause of the post file limit) ... doe, still does that without it. The event works, cause i tied it at an else key-bind (AUX1/2 in the switch), doe the AOpen itself doesnt react ... is surely something at the script (works perfectly elsewhere). No idea ... but probably have to re-construct that thing once again. (know happened to me once before too - ill upload the whole vehicle and put here, so ya can try if its something really stupid ive done, doe sitting here a half day not finding what causes it
) =|


EDIT :

Here ya go :

https://drive.google.com/file/d/0B3ZscF0ox2AGTVlQZGdwLW10N2c/view?usp=sharing
Title: Re: Ural 4320-31
Post by: cameni on January 08, 2015, 03:02:26 am
The value (v) in AOpen, that is supposed to identify what you are opening, currently only has value 0. You are testing it for 1.
Title: Re: Ural 4320-31
Post by: PytonPago on January 08, 2015, 03:39:14 am
The value (v) in AOpen, that is supposed to identify what you are opening, currently only has value 0. You are testing it for 1.

 ... thats strange, didnt use the aOpen script part in any other form before and it did change the v value between 1 (pressed) and 0 ... doe, works if i test it for 0 like charm anyway. Still, found out the same was with my BTR (didnt do anything there for quite a whyle - else updating the model, but no changes in script) and i know it worked a whyle back as it was. Did i break something for the AOpen to not get the v = 1 value when pressed ? (i probably got this noticed earlier but didnt, till now as i was occupied with other stuff, like the blinkers in the script and used just the ALight keybind to test stuff)
 
   Thanks Cameni, wouldn't suspect something like this going on. You just spared me a day of re-assembling the script in bits.
Title: Re: Ural 4320-31
Post by: cameni on January 08, 2015, 03:46:29 am
Probably missed that change in version 0.8.1.4480 changelog, when SM11 was introduced:

Quote
  • vehicle doors can be open from outside using the open key, AOpen script action param changed to contain the door id (TODO define&detect doors)
Title: Re: Ural 4320-31
Post by: PytonPago on January 08, 2015, 04:11:34 am
Probably missed that change in version 0.8.1.4480 changelog, when SM11 was introduced:

Quote
  • vehicle doors can be open from outside using the open key, AOpen script action param changed to contain the door id (TODO define&detect doors)

 ... damn, shouldn't read just the best parts.  :D
Title: Re: Ural 4320-31
Post by: PytonPago on January 27, 2015, 07:55:25 am
Changing Licence-plates ... working well. But the state department of transportation would not be happy - ewerytime you flip the vehicle whyte "Alt + R", it changes it. Basically the greatest invention for bank-robbers.  =D

(http://t2.aimg.sk/pokec/fotoalbumy/03/o_466068555_242bada504d5122e82857c07e5ccf511.png?t=&h=DfqKeF6vEo9xlejXOed2GQ&e=2145916800&d=o_466068555_242bada504d5122e82857c07e5ccf511.png)
Title: Re: Ural 4320-31
Post by: PytonPago on January 29, 2015, 10:02:21 am
 Dear fiends !

     Finally the Alpha version of the Ural-4320 6x6 base textured and suspension-workig in different variants:


(http://t4.aimg.sk/pokec/fotoalbumy/01/o_466125985_bd4f770f107e24d3d4024c5e975c7afb.jpg?t=&h=RLEknNDeqRI05AVGkwJOrg&e=2145916800&d=o_466125985_bd4f770f107e24d3d4024c5e975c7afb.jpg)

(http://t4.aimg.sk/pokec/fotoalbumy/05/o_466125981_528b45b4f6c415177a79a9bc0ce6e570.jpg?t=&h=6tVZUh_8ea7Zpw25XAMFTA&e=2145916800&d=o_466125981_528b45b4f6c415177a79a9bc0ce6e570.jpg)

(http://t2.aimg.sk/pokec/fotoalbumy/05/o_466125997_e40f36541921d37df6cd5ebd23335fd2.jpg?t=&h=OcGswA-w8iasGUlbq1pXAQ&e=2145916800&d=o_466125997_e40f36541921d37df6cd5ebd23335fd2.jpg)


Version: 0.31


Working:
- Start up and stop with a key. :D
              - gas pedal working
              - HandBrake animated for parking
              - Gear-rod animated
              - ZU-23-2 AAGun System rotation (and its valves - still needs to be finished)
              - Speedmeter and RPMmeter
              - Front- and back-lights (just hiding the bulbs till light-sources are in OT,  swapping for illumination textured ones) ("L" key)
              - Turning-lights at automatic transmission
              - Manual gear control
              - Multiple variations of the truck for the spawner menu (doe more variants possible by an easy slight manual script-modification(mostly for the engine-filter type or the wheel camo-cowers, but more stuff coming in time))
              - Complex suspension
              - Now uses fuel - you can run out of it ! But need to think about a gas-station yet. Also, no weight-reduction script.
              - sounds added again, doe engine-script requires a good sound-profile. That will need some recording and fine-tunning done. :/
               - Horn-sound (works, doe sound system has to be re-done, cause i need some engine-sound samples) ("H" key)
               - License-Plates - with an number generator, giving different ones for each new spawn.
               LIGHTS INCLUDED !

Planned next:
                    - Whipers
                    - Instruments further enhancement (specially alert-lights and systems connected to them)
                    - Adjustable rear-mirrors
                    - In-car ventilation
                    - Turn and alert lights in manual controll mode
                    - Head-glass wipers
                    - Targeting device for BM-21
                    - Finalization of the VZ-20-350 (+ futher model enhancement - DumpTruck, APA-5D Airfield-Electrosystem, UPG-300 Airfield-Hydraulics-system)

                      (and the things where i have not much idea how i do it  ... at this time)
                    - Flat tire simulation (together with manual control of air-pressure in tires)
                    - Differential for wheel forces (+ differential lock)
                    - More realistic DrivingEngine system (remaking the engine and gearbox scripts to solve some force-speed related issues with the actual state)
                    - 2nd (half) gear and trencher control
                   
                    - Re-building of key-binds controls

Issues:
                     - Stop-lights may get stuck "ON" after engine shut-downs, but the system the starter works will be re-done later anyway (2-clicks for starting (first for turning the electrical circuit, enabling lights and gauges)) for realism.
                     - Engine dying for first gear a lot ...
                   
  Aux3 is used for reloading the ZU-23-2 and for retracting BM-21s Targeting arm.
 
     As a little more realistic approach, i added the need to press the clutch-key (AUX2) for manual gear selection AND BRAKING (for automatic transmission too) ! It may be a little hard to get used to it compared with other models now in OT. I also left off a lot of opening-options from the latest version - i need to re-think key-binds as it would be really bad to use some  fast-keys in that way due t the limited keys we have yet for use (like manual turn-lights, head and far-lights etc.).


For modders, all texture-files in a separate folder. Model + UV-Layouts and Photoshop-files included. Feel free to pimp those textures as ya wish.

Model itself is freeware too, doe a lot of changes are planned, so if ya plan to add something to the model for OT use, do all in new meshes and let me know to implement them ( i know, i should have already 20 new variants done by now myself  ::) ).

Here to get -- OT-Model:

https://drive.google.com/file/d/0B3ZscF0ox2AGdml2N1V2c1p6ejg/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGdml2N1V2c1p6ejg/view?usp=sharing)

Here to get -- Blender-Model + texture-stuff:

https://drive.google.com/file/d/0B3ZscF0ox2AGRzZlVnpuOUJXTUE/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGRzZlVnpuOUJXTUE/view?usp=sharing)


   ... mind i had it published as i didn't get too far with some more complicated stuff settled for quite some time, so don't mind the Sun-shades not usable yet. A little sun in the eyes isnt as bad ... well, use sun-glasses for now.  =D Im also still giving new versions along the topic progress as i like to leave the older versions for ya too, but i may change that later in some way to keep them available in a separate reply ...

Also, you can change some details of the models in the script-editor at the scripts beginning ("Alt + E").
Title: Re: Ural 4320-31
Post by: M7 on January 29, 2015, 10:28:40 am
Superb!!
Title: Re: Ural 4320-31
Post by: Jagerbomber on January 29, 2015, 12:43:54 pm
Milk Brigade, go!
Title: Re: Ural 4320-31
Post by: aWac9 on January 29, 2015, 12:59:06 pm
Bravo !!!
well-done
Title: Re: Ural 4320-31
Post by: PytonPago on January 30, 2015, 11:54:53 am
  I speculated out a script for the differential and its lock. It looks a little bit rough, but ill like to hear some of your thoughts about it. You disable/enable it by pressing the "AUX3" key for now (and ya can see if the lock is engaged on the front panel).

  There is also the "FaWDiffrotL" variable - wheels shouldn't loose as much force trough different speeds at a differential at turning, but i added this like that cause it could be a possible way to define the loss of the force between them if a different ground type is there (like ice under one of the axles wheels ... off course, trough some comparison method whyte some "ideal" wheel)

  If the diff-lock is on, its basicly like the orginal version (just changed the speed of wheels turning, so they have the same speed on the axle as they should). So try it out and let me know what ya think, or if you find some bigger issues.

download (you have to have the latest Ural version (0.3) already installed cause it swaps just the .js file) :

https://drive.google.com/file/d/0B3ZscF0ox2AGWWpfVEtXcU9QNEE/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGWWpfVEtXcU9QNEE/view?usp=sharing)

Code looks like (if someone wants to see) :

Code: [Select]

     // Front axile

    var wfl =  this.wheel(0);
    var heiwfl = wfl.caxle;
    var wflrot = wfl.rotation;

    var wfr =  this.wheel(1);
    var heiwfr = wfr.caxle;
    var wfrrot = wfr.rotation;
 
     // Middle axile

    var wml =  this.wheel(2);
    var heiwml = wml.caxle;
    var wmlrot = wml.rotation;

    var wmr =  this.wheel(3);
    var heiwmr = wmr.caxle;
    var wmrrot = wmr.rotation;
 
       // Back axile

    var wbl =  this.wheel(4);
    var heiwbl = wbl.caxle;
    var wblrot = wbl.rotation;

    var wbr =  this.wheel(5);
    var heiwbr = wbr.caxle;
    var wbrrot = wbr.rotation;

       // for wheel-rpm based stuff

  var wflrpm = wfl.rpm;
  var wfrrpm = wfr.rpm;
       
  var wmlrpm = wml.rpm;
  var wmrrpm = wmr.rpm;
       
  var wblrpm = wbl.rpm;
  var wbrrpm = wbr.rpm;
 
  var rodrpm = ( dt * ( wflrpm + wfrrpm + wmlrpm + wmrrpm + wblrpm + wbrrpm / 6 ) );
 
 
     // -- Script for simulating axle diferentials and diferential lock -- //

   var FaWDiffrotL = ( wflrpm / wfrrpm );
   var MaWDiffrotL = ( wmlrpm / wmrrpm );
   var BaWDiffrotL = ( wblrpm / wbrrpm );
 
   var FaWDiffrotR = ( wfrrpm / wflrpm );
   var MaWDiffrotR = ( wmrrpm / wmlrpm );
   var BaWDiffrotR = ( wbrrpm / wblrpm );
 
 
 if ( DiffLock == false ) {
   
    this.geom.rotate_joint_orig(this.gearLever3, 0, {x:1,y:0,z:0});
   
    this.geom.set_mesh_visible_id(this.illumfp013_id, false);
 
   if ( heiwfl < 0.2599 || heiwfr < 0.2599 ) {
      var FinForceF = ( force );
   }
   else { var FinForceF = 0; } // If a wheel gets up on an axle, it gets all the force as it is the least resistance based
 
   if ( heiwml < 0.2599 || heiwmr < 0.2599 ) {
      var FinForceM = ( force );
      var StateMAx = 0; // Both Middle and Back axle are on a single rod, so when one rod "looses force" it is transfered to the other one
   }
   else {
         var FinForceM = 0;
         var StateMAx = 1;
   }
 
   if ( heiwbl < 0.2599 || heiwbr < 0.2599 ) {
      var FinForceB = ( force );
      var StateBAx = 0;
   }
   else {
        var FinForceB = 0;
        var StateBAx = 1;
        }
 
    if ( heiwfl < 0.2599 ) {
    var wflrott = wflrot;
    } else { wflrott = ( 2 * rodrpm ); }
   
    if ( heiwfr < 0.2599 ) {
    var wfrrott = wfrrot;
    } else { wfrrott = ( 2 * rodrpm ); }
 
    if ( heiwml < 0.2599 ) {
    var wmlrott = wmlrot;
    } else { wmlrott = ( 2 * rodrpm ); }
   
    if ( heiwmr < 0.2599 ) {
    var wmrrott = wmrrot;
    } else { wmrrott = ( 2 * rodrpm ); }
   
    if ( heiwbl < 0.2599 ) {
    var wblrott = wblrot;
    } else { wblrott = ( 2 * rodrpm ); }
   
    if ( heiwbr < 0.2599 ) {
    var wbrrott = wbrrot;
    } else { wbrrott = ( 2 * rodrpm ); }
   
 }
 
 if ( DiffLock == true ) {
   
    this.geom.rotate_joint_orig(this.gearLever3, 0.5, {x:-1,y:0,z:0});
     
    this.geom.set_mesh_visible_id(this.illumfp013_id, true);
   
      FinForceF = ( force );
      FinForceM = ( force );
      FinForceB = ( force );
   
    FaWDiffrotL = 1;
    MaWDiffrotL = 1;
    BaWDiffrotL = 1;
 
    FaWDiffrotR = 1;
    MaWDiffrotR = 1;
    BaWDiffrotR = 1;
   
   StateMAx = 0;
   StateMBx = 0;
   
    wflrott = ( ( wflrot + wfrrot ) / 2 );
    wfrrott = ( ( wflrot + wfrrot ) / 2 );
    wmlrott = ( ( wmlrot + wmrrot ) / 2 );
    wmrrott = ( ( wmlrot + wmrrot ) / 2 );
    wblrott = ( ( wblrot + wbrrot ) / 2 );
    wbrrott = ( ( wblrot + wbrrot ) / 2 );
   
 }

 
   // -- End of script for simulating axle diferentials and diferential lock -- //



...



    this.wheel_force(0, ( FinForceF * FaWDiffrotL ) );
    this.wheel_force(1, ( FinForceF * FaWDiffrotR ) );
    this.wheel_force(2, ( FinForceM * MaWDiffrotL + ( StateBAx * FinForceM ) ) );
    this.wheel_force(3, ( FinForceM * MaWDiffrotR + ( StateBAx * FinForceM ) ) );
    this.wheel_force(4, ( FinForceB * BaWDiffrotL + ( StateMAx * FinForceB ) ) );
    this.wheel_force(5, ( FinForceB * BaWDiffrotR + ( StateMAx * FinForceB ) ) );


Title: Re: Ural 4320-31
Post by: Cristian on February 01, 2015, 02:09:50 am
I haven't played Outerra for a long time and now I downloaded the Ural but I can't get it to move, the engine starts and no matter which key I press it doesn't want to move
Title: Re: Ural 4320-31
Post by: PytonPago on February 01, 2015, 03:44:38 am
I haven't played Outerra for a long time and now I downloaded the Ural but I can't get it to move, the engine starts and no matter which key I press it doesn't want to move
... its on manual transmission and i added the need for pressing the clutch to shift the gears. Clutch is on "AUX2" key-bind, moving gears up and down is on "Shift UP/DOWN" key-binds, but if ya want the automatic transmission, press "AUX1" ... still, in both to brake, you still have to hold the clutch too.
Title: Re: Ural 4320-31
Post by: PytonPago on February 01, 2015, 05:14:11 am
Hey Cameni !
 
 ... im trying to get my turning lights working and i got a little thought. There is that "lights_off " method, could there be an method, where you can select one of the light-sources to turn off ?

My code looks like :

Code: [Select]
 
 if ( time.getMilliseconds() < 500 ) {
     lightblinker = 1;
    }
 else {
       lightblinker = 0;
      }
     
 if ( this.automaticTransmission == true ) {
 
   if (this.started == true) {
     
     if    ( steerAngle < -1 ) {
       
         if ( lightblinker == 1 ) {
           this.geom.set_mesh_visible_id(this.slightr_id, false);
             this.geom.set_mesh_visible_id(this.LONAll13_id, true);
         }
       
         this.light(8, lightblinker > 0);
         this.light(10, lightblinker > 0);
     } 
     
     else  {
           this.geom.set_mesh_visible_id(this.slightr_id, true);
             this.geom.set_mesh_visible_id(this.LONAll13_id, false);
       
           }
   
     if ( steerAngle > 1 ) {
       
         if ( lightblinker == 1 ) {
           this.geom.set_mesh_visible_id(this.slightl_id, false);
             this.geom.set_mesh_visible_id(this.LONAll12_id, true);
         }     
       
         this.light(7, lightblinker > 0);
         this.light(9, lightblinker > 0);
     }
     
     else  {
           this.geom.set_mesh_visible_id(this.slightl_id, true);
             this.geom.set_mesh_visible_id(this.LONAll12_id, false);
       
           }
 }       
}
     

 ... thing is, when i get the steer-angle back to zero, while lightblinker being 1 the light stays on, (from that same reason i have those hiding-scripts for the bulbs in the "else" argument right after). So a selective turn-off script would be handy for me.
Title: Re: Ural 4320-31
Post by: cameni on February 01, 2015, 05:46:40 am
Not sure I follow - there's light(id, false) method that selectively turns off lights, and you are using it ...
Title: Re: Ural 4320-31
Post by: PytonPago on February 01, 2015, 08:20:47 am
 ... i figured it out trough applying an additional variable ... i meant only, that there could be a script just for turning on and just for turning off the selected light, but i could handle it an else way, so dont mind it.
Title: Re: Ural 4320-31
Post by: PytonPago on February 01, 2015, 11:07:01 am
ALL PEOPLE ---- i added lights to the ural - check last download post !

P.S.: Differential included, dont forget the "AUX3" button ...
Title: Re: Ural 4320-31
Post by: aWac9 on March 09, 2015, 05:49:53 pm
I added mipmaps and lost control of the steering wheel ... do not understand?
I'll wait for your update.
(https://www.imageshost.eu/images/2015/03/09/screen_1425937345.jpg)
Title: Re: Ural 4320-31
Post by: PytonPago on March 09, 2015, 06:35:51 pm
Damned ... sorry people, forgot to upload the fixed stuff ... ill do it ASAP ...

EDIT : --- uploadet at latest download post. If ya find some texture, that still isnt right, or has some UV-layout lines, let me know !
Title: Re: Ural 4320-31
Post by: PytonPago on June 20, 2015, 04:28:43 am
Sorry M7, still UV-ying it. But its not far from finishing anymore ...

(http://t4.aimg.sk/pokec/fotoalbumy/02/o_469712402_365b4c788bb1d56bfdffa767d8af1617.png?t=&h=wFO-jN2slAmLx-oyWGEjTw&e=2145916800&d=o_469712402_365b4c788bb1d56bfdffa767d8af1617.png)

 Wheels are done, just need to copy-paste-swap them for the UVd one, else, its just the drive-shafts, leaf-springs, the engine-filters and lights (both glass and polymer case-parts). Then ill finally give ya the files to play whyte.
Title: Re: Ural 4320-31
Post by: M7 on June 20, 2015, 12:21:43 pm
Well im waiting myself on  software update from quixel. Atm it works really well when using normals from a high poly baked to low models but not so well when dealing with models that dont have normals map. I could still make texture without it but its really hard to recreate the same edge wear across multiple UV.
With quixel sofware, you  can create presets and apply the same material with edge wear to multiple UV which will make things a lot simpler for the Ural and other vehicles/weapons
I've complained on their forum and they say they will have it fixed in the next update. The problem is who knows when that next update will come as it's supposed to be a major update.
Title: Re: Ural 4320-31
Post by: PytonPago on June 20, 2015, 12:42:35 pm
... next update will come as it's supposed to be a major update.

 ... hope, it wont be buggy then ...
Title: Re: Ural 4320-31
Post by: HiFlyer on June 20, 2015, 01:11:39 pm
... next update will come as it's supposed to be a major update.

 ... hope, it wont be buggy then ...

All major updates, everywhere, are buggy!  =D
Title: Re: Ural 4320-31
Post by: PytonPago on August 06, 2015, 04:23:03 am
Finally made the textured version to the end ... (exept the VZ-elektroagregat - but needs to be properly modeled first):


HERE TO GET :

https://drive.google.com/file/d/0B3ZscF0ox2AGVjU4bGxUWGMzTEE/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGVjU4bGxUWGMzTEE/view?usp=sharing)

The model and texture files:
https://drive.google.com/file/d/0B3ZscF0ox2AGaUNRNnIzanI5SHM/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGaUNRNnIzanI5SHM/view?usp=sharing)
Title: Re: Ural 4320-31
Post by: PytonPago on June 03, 2017, 06:23:31 am
Was some time out of time to do stuff, but now im finally back.

I was reducing poly-counts whyle i found some major model-wrongdoings of mine, so right now, im in re-modeling the interrior. Exterrior, aside of lower polys, has now correct wide windshield rubbers and an Air-intake place. Will tke some time to be imported to OT for you guys, but the quality-changes had to happen.

(http://t4.aimg.sk/pokec/fotoalbumy/07/o_486658119_ffdf0ed69ff88e66b6401b610b7a171c.png?t=&h=rD8Z2J1FZiQIU1P-zG44-Q&e=2145916800&d=o_486658119_ffdf0ed69ff88e66b6401b610b7a171c.png)

(http://t4.aimg.sk/pokec/fotoalbumy/01/o_486658121_ae41a63825409ee852add3c69e624a13.jpg?t=&h=F9wxRBN6YP2zLO4rriP-7A&e=2145916800&d=o_486658121_ae41a63825409ee852add3c69e624a13.jpg)

(http://t3.aimg.sk/pokec/fotoalbumy/04/o_486658124_95f6605fbebc84fb3d4560414e695848.png?t=&h=bhrTWWnJZw0BxgekEIbHsw&e=2145916800&d=o_486658124_95f6605fbebc84fb3d4560414e695848.png)

Dont mind smoothing-issues, i just didnt apply it to some regions whyle working on it.
Title: Re: Ural 4320-31
Post by: necro on June 05, 2017, 02:28:16 am
Awesome work! Is there a certain reason for modelling the details instead of using normal maps for some of them? The door has this thunder-shaped immersion which might increase your polycount to infinity ^^
Title: Re: Ural 4320-31
Post by: PytonPago on June 05, 2017, 11:01:28 pm
Awesome work! Is there a certain reason for modelling the details instead of using normal maps for some of them? The door has this thunder-shaped immersion which might increase your polycount to infinity ^^

    Nah, the door isnt finished yet ... i also noticed later that i had to miss-click on mesh-based smoothing (just look at the door-rivets and edges how theyr deformed) and compared to what this model was originally, just the hood had the same polycount as the pocessed parts of the cabin have now. Also, im still struggling white being good at making textures - not to say, most now just make a super-hi-poly model of the same thing and just bake the texture of it compared to the low poly version. Also, the interrior was too boxy (the front lower part, under the front-pannel) to the real thing, so ill try to do it properly this time for making it better to beeing looked around at.
Title: Re: Ural 4320-31
Post by: necro on June 08, 2017, 01:36:15 am
If you are serious on making textures, i recommend Substance Painter. It has high initial costs (~200$?) but its totally worth it. It will bake the normal map from a high poly or a texture for you and making materials is pretty easy.
Title: Re: Ural 4320-31
Post by: PytonPago on June 08, 2017, 11:03:05 am
If you are serious on making textures, i recommend Substance Painter. It has high initial costs (~200$?) but its totally worth it. It will bake the normal map from a high poly or a texture for you and making materials is pretty easy.

 ... newer heared of it ... have to investigate a little about that.