Outerra forum

User mods, screenshots & videos => Vehicles => Topic started by: DeanosBeano on February 07, 2014, 06:06:18 pm

Title: [Released] Aliens Not Waterfalls
Post by: DeanosBeano on February 07, 2014, 06:06:18 pm
 Hi all,
 Just been learning the .js commands and made a video of some of the weird and wonderful things you can make already with this eraly iteraion whilst learning and having fun .
 sone of it is lazy like the joint splits , i could of diguised better but i think when animation possibilitty comes it will be better to spend more time there :)
hope you like Aliens and Waterfalls

outerra test alien (http://www.youtube.com/watch?v=2mxOntLsK7Y#ws)

 apologies i really dont know what i did to my stero mix recording of sound ;(
Title: Re: Aliens and Waterfalls
Post by: ZeosPantera on February 07, 2014, 11:31:05 pm
Nightmares now. Nightmares forever.
Title: Re: Aliens and Waterfalls
Post by: DeanosBeano on February 08, 2014, 08:27:42 am
 haha
 well now you can have VGI nightmares :)

Outerra Do Skating Aliens That Dream of Horses ? (http://www.youtube.com/watch?v=mYkMGpGsl0s#ws)

  I have released the unpackaged  download and put inside  user/outerra/packages/DeanosBeano
  maybe you dont need create the DeanosBeano folder you can put inside your own.

 When in game you realice when press C camera is in front not behind  , make camera go to back by holding right MSB and zoom in using MSW

 there is anomoly the thing is facing backwards , i hadnt realised sorry but it works same  W is actually forward etc because i reversed wheel force  :)

 please feel free to modify and  adjust but please if you make it feel better let me know here  , i dont mind if you release in your own name etc just small credits as this is  asked for :

Original low poly Alien.
 http://www.blendswap.com/user/Smithy217 (http://www.blendswap.com/user/Smithy217)
 Lisence
 http://creativecommons.org/publicdomain/zero/1.0/ (http://creativecommons.org/publicdomain/zero/1.0/)
 Modified in Blender  and ported to outerra
 Deanos Beano

The Download and Have fun :)

 http://www.filedropper.com/alienlowpoly (http://www.filedropper.com/alienlowpoly)
Title: Re: [Released] Aliens and Waterfalls
Post by: PytonPago on February 08, 2014, 09:04:34 am
What a nice little shiny fella ! And he can moon-walk ! :D

Waterfall looking great - didn't notice you can do animated textures. Will probably ask ya for it later to inspect.
Title: Re: [Released] Aliens and Waterfalls
Post by: Jagerbomber on February 08, 2014, 09:17:53 am
lmao
Title: Re: [Released] Aliens and Waterfalls
Post by: DeanosBeano on February 08, 2014, 09:56:08 am
What a nice little shiny fella ! And he can moon-walk ! :D

Waterfall looking great - didn't notice you can do animated textures. Will probably ask ya for it later to inspect.

 I dont think you can yet until Particles come  ,i was making a psuedo billboard using the hide mesh and some counting variable , ok for one waterfall but not for many lol :) .

 
Quote
lmao

 Wait till it gets its Walkman and 80`s music haha :)
Title: Re: [Released] Aliens Not Waterfalls
Post by: Jagerbomber on February 08, 2014, 10:08:31 am
 ;D
Title: Re: [Released] Aliens and Waterfalls
Post by: PytonPago on February 08, 2014, 10:28:38 am
I dont think you can yet until Particles come  ,i was making a psuedo billboard using the hide mesh and some counting variable , ok for one waterfall but not for many lol :) .

Interesting idea ... could you show how the counting variable looks ? And dont forget ABBA ! :D :D :D
Title: Re: [Released] Aliens and Waterfalls
Post by: DeanosBeano on February 08, 2014, 10:41:48 am
Quote from: PytonPago link=topic=2446.msg25833#msg25833 date=1391873318

Interesting idea ... could you show how the counting variable looks ? And dont forget ABBA ! :D :D :D
[/quote

 Sure  , first i use a small proigramme  called  Timeline FX and it can output strips/gifs or individual texture with Batch number :)

 then set 32 frames in blender with seperate material file  becuase it will be diff in Outerra each one of course

 then in JS  i do following but obviously for all frames 

 Step 1
 Get all meshes fore example
Code: [Select]
frame1_id = geom.get_mesh_id('frame1');
// all way to 32

# step 2
then Hide all meshes

Code: [Select]
geom.set_mesh_visible_id(frame1_id, false); /// all to 32
# Step 3
 create a counter
Code: [Select]
_x = 0;
 #step 4
 Add value to variable and make if statement to activate certain Hide Unhide of mesh dependant on value of variable
 
Code: [Select]
  _x = _x + 1 ;
 

  if (_x > .01) {
geom.set_mesh_visible_id(frame1_id, true);
geom.set_mesh_visible_id(frame2_id, true);
  }
 
    if (_x > 4) {

geom.set_mesh_visible_id(frame2_id, false);
geom.set_mesh_visible_id(frame3_id, true)
  }

 Of course many drawbacks  with using oneach Frame like this FPS can make slow stream or torrent depending where looking and polycount of scene , im sure maybe there is max min fps etc somewhere  but hey it works for me as a test ;)

  I am self taught only one week with . JS so im sure more efficient ways will come maybe with case switc and things  bu i believe better to learn like this than from  a book or person shouting to me " ffs do it like this " hahaa

 anyway ultimate is Particle billboards and i sure they come sometime , i`m in no rush , my last Hobby like this i waited 13 years almost to watch the engine develop and altho it was in the end Too big for the sum of its parts , i loved every minute and well here  i am again loving this one so far ;)

 




Title: Re: [Released] Aliens Not Waterfalls
Post by: PytonPago on February 08, 2014, 10:58:25 am
Thanks !
Title: Re: [Released] Aliens Not Waterfalls
Post by: DeanosBeano on February 08, 2014, 12:08:08 pm
No worries
 i am int he IRC channel too if you wish to chat about it :)
 
 For others come and join in the (its quiet usually) chat

 http://webchat.quakenet.org/?channels=outerra&uio=d4 (http://webchat.quakenet.org/?channels=outerra&uio=d4)

Some 80s and Head twitching cause i know you all wanted to remminiss lol

Outerra Do metalic rollerSkating Aliens Dream of Waterfalls ? (http://www.youtube.com/watch?v=P7Vagh-vMzM#ws)

For younger generation i will add a Booster and maybe not so 80s style lol
Outerra Boosting Aliens Dreaming of Horses (http://www.youtube.com/watch?v=Vwg_OSgw_o0#ws)
Title: Re: [Released] Aliens Not Waterfalls
Post by: Jagerbomber on February 09, 2014, 10:22:07 am
XD
Title: Re: [Released] Aliens Not Waterfalls
Post by: DeanosBeano on February 10, 2014, 12:10:44 pm
 I had an Idea at work today and put it down quickly in .JS soon as i got home lol , i was thinking a way to do some Gibs , I have a busy RL this week so really have to just put things down and work on them at the weekend so for now i present an idea  :

 
Hips Lips and Psuedo Gibs

Hips Lips and Psuedo Gibs (http://www.youtube.com/watch?v=l5k7Ii8MD3I#ws)

 Reason it doesnt gib on first contact cause i use a variable  in the .js that is = 0 at start and increments during movemnent so when i hit a second time that value is > 0 and so effect is evident , not much special but thought i would point out :)
Title: Re: [Released] Aliens Not Waterfalls
Post by: ZeosPantera on February 10, 2014, 12:55:38 pm
WOW. I wasn't expecting that. So you can make wheels fall off vehicles if it is coded as such.. Like a very basic damage model?
Title: Re: [Released] Aliens Not Waterfalls
Post by: DeanosBeano on February 10, 2014, 01:02:08 pm
In theory yes (added later :you can make it appear to but not actually seperate)  but at moment i have to work out if a geom is rotating and you also want to move it
 must i first stop the roatation and then apply the movement .
 obviously the most vital thing is input , at moment there is no real "Hit" input so its really a psuedo define ,
 you could do some math about speed drop or direction change etc which would be excellent things to learn from and manipulate.
 Most things i do now are really just applying methods that are work around in terms of input  but the output is actually useful especially when i ventually apply some sin and cos math these can provide some nice paths for objects 

 obviously i am very new here  so i might have missed abaility to set evlocity and createvehicle /object via .js or maybe global variables from an objects .js can be applied to another object that would be dream stuff at this early stage

 
Title: Re: [Released] Aliens Not Waterfalls
Post by: PytonPago on February 10, 2014, 01:57:34 pm
obviously i am very new here  so i might have missed ability to set velocity and create vehicle /object via .js or maybe global variables from an objects .js can be applied to another object that would be dream stuff at this early stage

JSBSim uses shared values ...maybe there is a way ... but for wheels would be better, if one would be pawn there instead as a separate object to manipulate with it outside the main model - doe, deformation of the "Mafia I" style seems to be an possibility this way ... ??? Interesting indeed ...
Title: Re: [Released] Aliens Not Waterfalls
Post by: PytonPago on February 24, 2014, 05:37:13 am
Played a day around with counters and i have to say, it was a little weird to me finding out a little thing about it. FPS based counters are a pain for obvious reasons, so i tried to a classic time dependent function. As for the little SoundTestCar clock i used its time aspect:

Code: [Select]
    // clock
    var time = new Date();
    var hourrad = time.getHours() * HOURS2RAD;
    var minsrad = time.getMinutes() * MIN2RAD;
    var secsrad = time.getSeconds() * SEC2RAD;
    var hour = time.getHours();
    var mins = time.getMinutes();
    var secs = time.getSeconds();

    var vmin
    var SecTime
     
    vmin = 0
 
   //Fuel system script
 
   if (this.started) {  // Start counting when engine is on
     
     var secsEl = secs
     
    if ( secsEl = 59 ) {
       vmin = ( vmin + 1 )
      }
     
     SecTime = ( secs + ( vmin * 60 ) );
     
     ElSec = ( SecTime )
     
     secsS = ( 0 + ElSec );
     
     NeutralConsum = ( secsS * ( ( ( 1 / 300 ) ))) // * 35 ) / 360 ) );  // Consumption on neutral ( IDEAL consumption is about 35 l/h )
       
     IdealConsum = ( NeutralConsum * 1.2 );
       
     Fuel = ( FuelInitial - IdealConsum );       // Actual fuel load ( remember Ural has 300 l and needle rotation 1 !! )
     
     if ( Fuel < 0.034 ) {
         secsS = 0;
         Fuel = 0;
     }
     
    //Fuel needle
    this.geom.rotate_joint_orig(this.fuelmeter, Fuel, {x:0, y:1, z:0});
  }
 
  //End of fuel system script

 ... yes, i know the seconds correspond to the actual system state (so it wont go from zero up, but from actual time seconds and only to 59, periodically - so dont mind that little fact right now in there). My test was doe in other thing - wanted to use the vmin variable to change every time, the seconds hit 59 so i do an imaginary minute counter, doe it seems it just increasing the value once and only for the 59-th second. All this script is in the FPS part script ( function update_frame(dt, engine, brake, steering) ). Is it because the " vmin = 0" being there too, setting it allways to 0 again for every frame coming afterwards ? (that is, should i put it somewhere like the once for vehicle instance section, or have the whole thing rather in  function action(k,v,dt) section ?) Yes, i should probably use an "else" addition to the "if" too and in a little more thought order.

Also the puzzling part for me is time definition in java - There isnt a way to simply define a second time-frame, and you have to find a way to calculate a second (minute, hour etc.) trough actual time differences or make a counter like - ActualTime(in seconds) - SomeInitialTime(in seconds). Now you can set the actual time, but i cant find a way to take an "instant time" (just the static time of something happening - like engine start) to add it to that thing. Seen somewhere a way of "profiling" times in an pause-able counter (liked to use that for the engine-code to stop it every-time you turn off the engine and make some RPM and Gear dependent consumption functions there), doe some of the methods ("Calendar.", "long" etc) werent recognized. Im not sure if there has to be an other approach like the "Timer" discussed on the end here :
http://java.ittoolbox.com/groups/technical-functional/java-l/java-code-a-counter-which-increments-by-1-every-second-2675231 (http://java.ittoolbox.com/groups/technical-functional/java-l/java-code-a-counter-which-increments-by-1-every-second-2675231) - where it seems i would have to add that to some folder in OT and load it at begining of the script just like Aircraft-scripts have it - if im not wrong.

Small time-chunks can be done with the clock-data too, but for something time-consuming as fuel consumption calculator its a little too short or odd ways done (just like a "freeze" type counter approach would need to have the freeze-milisecond sequence postponed the proces and waiting 120 secs to have enough counter-time for the script i need is something rather odd).

Im stagged that there isnt something like a real simple time-definition. Doe, i also got an other approach idea - maybe i could use the OT time and date data - just need a way to get actual time (just like the clock up posted there ) and a fixed time in specific moment. This approach would be maybe more interesting, as the vehicle stuff could be synched to the OT time-flow and simulations in slower or faster time-flow as the real world could be done just by simple movement of the multiplier bar in the environment options. (would be also perfect to check if the consumption-calculations in script are consistent with reality easily too) Is there a wiki-page or a way to get those time-data from the engine ? (think it will be needed to mark specific in-Engine time-events for folks too - i might missed a talk about that or being just blind and scripting under-knowledged again)
Title: Re: [Released] Aliens Not Waterfalls
Post by: DeanosBeano on February 24, 2014, 11:21:15 am

 Hi
  Great you looed at this :) , i did some experiments myself before the last patch and things and will go back to it now its stable , for me  i am new to java and learning how much Java this .JS recognises , is it limited  to only certain commands or full on Java ? i guess its limited  , i tried som loops with pauses and believe i got something  but then i lost thta .js with a sill reload press qand it overwritten .

 for time  its strange there is no counter  but  i guess we can creat something in the per frame section , i was thinking of a system on another game i mod with but we need timenow at least for consistency

 i am just testing Ship entity first then i have toyed with all enity :) , Can a killer whale ( Orca) be a ship ? hmm interesting to find out  lol
Title: Re: [Released] Aliens Not Waterfalls
Post by: PytonPago on February 24, 2014, 04:04:30 pm

 Hi
  Great you looed at this :) , i did some experiments myself before the last patch and things and will go back to it now its stable , for me  i am new to java and learning how much Java this .JS recognises , is it limited  to only certain commands or full on Java ? i guess its limited  , i tried som loops with pauses and believe i got something  but then i lost thta .js with a sill reload press qand it overwritten .

 for time  its strange there is no counter  but  i guess we can creat something in the per frame section , i was thinking of a system on another game i mod with but we need timenow at least for consistency

 i am just testing Ship entity first then i have toyed with all enity :) , Can a killer whale ( Orca) be a ship ? hmm interesting to find out  lol

I think its full on java, but certain modules (actually APIs - http://docs.oracle.com/javase/7/docs/api/ (http://docs.oracle.com/javase/7/docs/api/)) must be loaded (there are different java modules for specific actions and you need to let OT know to load them for the vehicle/object instance) to use their specific scripts - aircraft scripts are a good example. But im not sure witch there are present at OTs base-files now, where they should be put to be used if needed one. (maybe thats why some of the counter approaches i tried didnt work)

Heh, im new there in waters too, but i would like to pimp my vehicles to a nice level. It pushes me somehow. :D Doe, it takes me sometimes to get the point of certain things ... as for ships, would be interesting to try making the vehicle weight a variable to make Submarines work properly. I think the script could handle submersion if weight is proper to the "lift" space of it. The force-function could be used too for some fancy underwater movement.
Title: Re: [Released] Aliens Not Waterfalls
Post by: giucam on February 24, 2014, 04:52:51 pm
javascript has nothing to do with Java, it is an entirely different language with an unfortunate name. If you need some documentations on it look at http://www.w3schools.com/js/default.asp (http://www.w3schools.com/js/default.asp)
Title: Re: [Released] Aliens Not Waterfalls
Post by: DeanosBeano on February 24, 2014, 05:37:03 pm

Hi
 thats the very site i was learnign from :)
 I though Java because of the terminology was simular but thanks for the headsup .
 I have a back ground of programming these at school


http://upload.wikimedia.org/wikipedia/commons/8/8a/BBC_Micro_left.jpeg (http://upload.wikimedia.org/wikipedia/commons/8/8a/BBC_Micro_left.jpeg)

Machine code in Commodore 64  in 1985 -6 haha  so steep learning code for me.

 
Title: Re: [Released] Aliens Not Waterfalls
Post by: PytonPago on February 24, 2014, 05:55:01 pm
 ... thanks! Will have to clear my head from some macaroni stuff there ...