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User mods, screenshots & videos => Watercraft => Topic started by: M7 on March 07, 2014, 02:27:09 am

Title: Bismark
Post by: M7 on March 07, 2014, 02:27:09 am
Here's the Bismark. It's a pretty big model, 800000 faces that i download from sketchup 3d warehouse. The author's nicknamed is Corporal. I also added the seaplane Adaro AR 196 (Neil Wilson is the author of this one).


edit: last modified april 4th
-Gun turrets 380mm animation with 280 degree rotation range.
-Gun turrets 150mm animation (need to add a separate key)
-engine sound (getting an sound_loop error but it still work)

https://drive.google.com/file/d/0B96RrTcNJsI2UFAwV0V3OU9meTA/edit?usp=sharing (https://drive.google.com/file/d/0B96RrTcNJsI2UFAwV0V3OU9meTA/edit?usp=sharing)

(http://i.imgur.com/IIA7xll.jpg)
Title: Re: Bismark
Post by: ZeosPantera on March 07, 2014, 09:11:24 am
She's a big girl. This needs the turrets controllable and fire-able. Automatically double OT sales.
Title: Re: Bismark
Post by: M7 on March 07, 2014, 12:51:46 pm
Yeah i should be able to animate at least one turret/gun. What id like to do is have 2 gun tower move in sync with one command button. Pyton seems to think its not possible atm.

Looking forward for the time where we could use it to reshape the shoreline with craters
Title: Re: Bismark
Post by: PytonPago on March 07, 2014, 02:25:36 pm
Yeah i should be able to animate at least one turret/gun. What id like to do is have 2 gun tower move in sync with one command button. Pyton seems to think its not possible atm.

Looking forward for the time where we could use it to reshape the shoreline with craters

 ... well, you can use multiple guns whyte the same control (just add rotation scripts whyte other turret parts to it - doe, must figure out some limitations, so they dont go into the kitchen whyte the barbells if ya want to use back and front turrets at the same time :D ) - the long write was about trying to get them turning separately via an additional key-bind to be able to turn each gun on its own not depending on others (only, that there is a limited keyboard tastature for vehicles at time) ... sorry if misled ya there somehow ...   

P.S.: Nice ship build there by Corporal, had it once as physical model too. Cant much coment on the political scene then, but its crew fought well and to bitter end. Also, we need now the crew cat - Oscar ! :D
Title: Re: Bismark
Post by: Planets on March 08, 2014, 03:10:48 am
Oh this is glorious, is it easy to get SketchUp models imported into Outerra?

I'm having a blast with it now, thanks.

(http://i.imgur.com/A4mNtx2.jpg)

(http://i.imgur.com/WRN0JzQ.jpg)
Feels almost like Battlefield 1942
Title: Re: Bismark
Post by: PytonPago on March 08, 2014, 03:38:32 am
There was someone angering you put at that shoreline, did there ? :D :D :D
Title: Re: Bismark
Post by: M7 on March 08, 2014, 04:35:33 am
Oh this is glorious, is it easy to get SketchUp models imported into Outerra?

I'm having a blast with it now, thanks.

Feels almost like Battlefield 1942

Glad to hear that you're enjoying it. Need to find an engine sound for it.

 Sketchup models can be fairly easy to export/ import when using the FBX importer. Unfortunatly , you'll need the Pro version for that. With the sketchup collada export option, it can be a nightmare as it can go smooth. Some weird stuff can happen, like with components, Outerra importer doesn't deal well with these where the FBX have no trouble. Sketchup models can have nice details but are usually poorly textured and often not at all. It's fine for stuff that look like new and shiny like cars.

For the Bismark i spent quite of bit of time trying to use the collada export/import (but that never worked) adding some basic textures, reversing faces etc... I have a couple more sketchup WW2 era battleships (from France, Japan, England) that i want to import. Should be able to import them faster this time.
Title: Re: Bismark
Post by: Revolver on March 08, 2014, 08:45:10 am
You since Games - warmonger!  :P ;D ;)

@M7

nice ship modell, thx!
Title: Re: Bismark
Post by: ZeosPantera on March 08, 2014, 12:24:05 pm
Oh this is glorious, is it easy to get SketchUp models imported into Outerra?

I'm having a blast with it now, thanks.

You re-imported the model with the guns turned? I am so confused!
Title: Re: Bismark
Post by: PytonPago on March 08, 2014, 12:31:39 pm
Those are some of the lower caliber side canon-turrets for intercepting smaller frigates and gunboats ... (see the upper part of the cannons ? There is a bulged space for the crew).
Title: Re: Bismark
Post by: M7 on March 08, 2014, 04:08:03 pm
You since Games - warmonger!  :P ;D ;)

Well ever since i came across the WW2online MMO in 2001, i got hooked on the idea of one battleground for a combined arms simulation in ww2 era. Just wish something like this would see the day using the Outerra engine.
Title: Re: Bismark
Post by: Revolver on March 08, 2014, 05:02:57 pm
My upper post was anyhow a fun. ;)
And, yes, your idea I agree.Interest me, however, more to the aircraft.
But to complete around whole one, one needs yet the HMS Hood, as an opponent to the Bismark.
Title: Re: Bismark
Post by: Planets on March 08, 2014, 09:17:15 pm
There was someone angering you put at that shoreline, did there ? :D :D :D

A little bit of shore bombardment to liven up the island 8)

You re-imported the model with the guns turned? I am so confused!

Oh I wish I could, with such speed, but alas those are just the starboard guns!

Glad to hear that you're enjoying it. Need to find an engine sound for it.

 Sketchup models can be fairly easy to export/ import when using the FBX importer. Unfortunatly , you'll need the Pro version for that. With the sketchup collada export option, it can be a nightmare as it can go smooth. Some weird stuff can happen, like with components, Outerra importer doesn't deal well with these where the FBX have no trouble. Sketchup models can have nice details but are usually poorly textured and often not at all. It's fine for stuff that look like new and shiny like cars.

For the Bismark i spent quite of bit of time trying to use the collada export/import (but that never worked) adding some basic textures, reversing faces etc... I have a couple more sketchup WW2 era battleships (from France, Japan, England) that i want to import. Should be able to import them faster this time.

Wow that's more complicated than I imagined it being, I still don't fully understand importing into Outerra, in fact I thought I had the link to download Collada 1.4 but it seems to be a dead end, for now I'm just trying to read up on all the info given previously so I can understand the process better.

But yeah I would love to see some English Battleships like the Warspite or Nelson class perhaps, that would be cool. Also I wonder if perhaps it may be possible to import warship add-on models from Virtual Sailor 7 perhaps? Don't know if its possible though, but there are some great fairly detailed battleship mods for it like HMS Dreadnought, Warspite, King George V etc located here, http://library.qualitysimulations.com/browse.php?cat=5 (http://library.qualitysimulations.com/browse.php?cat=5)
Title: Re: Bismark
Post by: PytonPago on March 09, 2014, 01:41:36 am
Also I wonder if perhaps it may be possible to import warship add-on models from Virtual Sailor 7 perhaps? Don't know if its possible though, but there are some great fairly detailed battleship mods for it like HMS Dreadnought, Warspite, King George V etc located here, http://library.qualitysimulations.com/browse.php?cat=5 (http://library.qualitysimulations.com/browse.php?cat=5)

... all seem to have an .skp file in a folder there in models. Should be opened by sketch-up. Not sure of the texture res., some may need better there. Not registered on that site, but it looks that contacting the model-builder may be a little problem doe. (you should at least let them know)
Title: Re: Bismark
Post by: M7 on March 09, 2014, 03:57:52 am
I checked and they have a .skp file but it's just the basic hull, not the whole model geometry. The model itself seems to have the .xx entension

My upper post was anyhow a fun. ;)
And, yes, your idea I agree.Interest me, however, more to the aircraft.
But to complete around whole one, one needs yet the HMS Hood, as an opponent to the Bismark.

No good model of the HMS Hood  on sketchup warehouse :-(
Title: Re: Bismark
Post by: Revolver on March 09, 2014, 12:52:13 pm
Now, I also do not have the HMS Hood, but I have the KJM Yamato.
If you need him, I can give you the ship model.
(http://www7.pic-upload.de/thumb/09.03.14/nappcqu4mces.jpg) (http://www.pic-upload.de/view-22501974/KJM-Yamato.jpg.html)

Title: Re: Bismark
Post by: M7 on March 09, 2014, 01:23:30 pm
I already have nice models of the Haruna, the Ise and a submarine ,the Yamoto would be a nice addition indeed!  Is it in sketchup format?
Title: Re: Bismark
Post by: Revolver on March 09, 2014, 05:30:46 pm
I already have nice models of the Haruna, the Ise and a submarine ,the Yamoto would be a nice addition indeed!  Is it in sketchup format?

No, not a sketchup but in a (max), (fbx) or (obj).I work with 3DMax.
Title: Re: Bismark
Post by: Revolver on March 09, 2014, 06:23:35 pm
a-pro-po Navy.Here the stupid US Navy are vs. Spain.
https://www.facebook.com/photo.php?v=10151689407407730 (https://www.facebook.com/photo.php?v=10151689407407730)
 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: Bismark
Post by: M7 on March 09, 2014, 10:47:10 pm
Max is good. You modeled it yourself? It's a very nice model!
Title: Re: Bismark
Post by: Revolver on March 20, 2014, 05:12:52 pm
Max is good. You modeled it yourself? It's a very nice model!

I am back. No, I have not made them. It is from Free3D pages. I am interested more
for airplanes.
Title: Re: Bismark
Post by: PytonPago on March 21, 2014, 02:10:33 am
... I am interested more for airplanes.

You still need some targets out there, cant just ignore all those aerial torpedoes in the hangar. And what a flight above the La-Manch canal would it be whiteout a proper friendly bullet-barrage from an battle-cruiser ? :D :D

Would you mind to share the bismark 3d model ? Would like to look at the turrets.
Title: Re: Bismark
Post by: Revolver on March 21, 2014, 03:42:09 am
... I am interested more for airplanes.

You still need some targets out there, cant just ignore all those aerial torpedoes in the hangar. And what a flight above the La-Manch canal would it be whiteout a proper friendly bullet-barrage from an battle-cruiser ? :D :D

Would you mind to share the bismark 3d model ? Would like to look at the turrets.

He-he, du Witzbold. ;D ;D Nö, hab nüscht dagegen was selbst zu versenken bzw. aus paar mächtigen Geschützen auf irgendwas zu feuern. ;) 

p.s. aber zuerst mal die Focke auf die Beine bekommen.Das ist das Hauptziel!
Title: Re: Bismark
Post by: PytonPago on March 21, 2014, 04:28:18 am
He-he, du Witzbold. ;D ;D Nö, hab nüscht dagegen was selbst zu versenken bzw. aus paar mächtigen Geschützen auf irgendwas zu feuern. ;) 

p.s. aber zuerst mal die Focke auf die Beine bekommen.Das ist das Hauptziel!

Ja, ich muss nen Schuss-ziel mit meinem foto machen ...  ;D

Und den Mechaniker-simulator ! :D :D ... halte beide Daumen auf den Fusen fur die Focke !

( Yes, i should make an practice-target whyte my photo on it ... ;D
 And the Mechanic-sim ! :D :D ... hold my foot fingers for your Focke to get done ! ) - just for non-german speakers discrimination. ;)

P.S.: - whyte the model, i just wanted to make sure the guns are set properly whyte the gun-mesh-origins and see the names for them for the script - will try to get the multiple turret handling get working, if it can work how i imagine it. Doe its true, that such big things would probably need something like a vehicle white-in vehicle structure, so you could get into the turret by approaching it and taking over manually that way. (also controls would be just the same). Doe, also, i just thought, maybe we could use a script, that would swap the rotation-scripts for the turret and its guns, so that each time you hit "o" you would control another turret ... hmmm. That might be much better than my previous idea. - something like the counter i have on the grad for firing and hiding rockets, just each number would set a different turret (mesh-rotation script) to be used by the turret-movement script. Setting the XY-rotation values as variable, that will be determined separately for each and changing it for the actual gun trough the number. I have to try that ... this baby deserves this.
Title: Re: Bismark
Post by: M7 on March 21, 2014, 11:19:49 am
I think will try to set pivot properly and have turret mesh identified in max before giving you a FBX, cause i want to try to uv unwrap (an automatic one, just to make an occlusion map) and i want to avoid having to merge 2 differents versions later on.

But i'm quite curious what you could come up for the script si i'll try to get you a pivot ready version quickly.

Title: Re: Bismark
Post by: PytonPago on March 22, 2014, 03:00:35 pm
I think will try to set pivot properly and have turret mesh identified in max before giving you a FBX, cause i want to try to uv unwrap (an automatic one, just to make an occlusion map) and i want to avoid having to merge 2 differents versions later on.

But i'm quite curious what you could come up for the script si i'll try to get you a pivot ready version quickly.

  ... just for script purposes, didnt want to do any changes in model itself, but i didnt know you havent looked on their status yet. Just test some approaches, whyle hawing less work to bringing it to the final Bismark vehicle script. (yes, its a heavy thing merging two versions, had to do it once - no more for me aether).
   Would be great to name the guns some generic way. (BigG01-04, LowG01-25, AAG01-15) and their barrels the same whyte a index (BigG03b). Makes scripting much easier.

 ... hmm, i hope i can get that lady dance properly - will be perfect for screen-shooting. Also, when camera will be able to be fixed to mesh-rotation, i could add a "follow canon" cam. :D
Title: Re: Bismark
Post by: M7 on March 25, 2014, 02:17:35 am
Ok i updated the bismark otx on first page with these bones. Didn't made a barrel bone.

380mmTurret4
380mmGun4
380mmTurret3
380mmGun3
380mmTurret2
380mmGun2
380mmTurret1
380mmGun1

3propeller
1propeller
2propeller

rudder_left
rudder_right

150mmTurretLeft3
150mmGunLeft3
150mmTurretLeft2
150mmGunLeft2
150mmTurretLeft1
150mmGunLeft1
150mmTurretRight3
150mmGunRight3
150mmTurretRight2
150mmGunRight2
150mmTurretRight1
150mmGunRight1

1  mean it's the front gun/turret, 4  it's  at the back of the ship.

Not sure if the pivots has transfer well from sketchup -> max -> Outerra. Somethings tell me it may not cause in max their position seems different. I had to edit them in sketchup cause when I tried to do it in max , half the mesh would disapear once in outerra. Also the plane is out for now.

Probably better to try make a script for one turret first to find out if pivots are where they're supposed to.
Title: Re: Bismark
Post by: PytonPago on March 25, 2014, 03:06:56 am
 ... are all modifications applied ? ... know in blender, if you parent after stretching things in object mode, you have to select an "keep transformation" option, to not get to their previous scale and pivot placing. Some models from the net (also the Maco) are kept that way and can happen, that the importer get the previous scale and placing (often tiny as hell) cause the export doesnt take the changes ...
Title: Re: Bismark
Post by: M7 on March 25, 2014, 03:38:42 am
Yes its a new file
https://drive.google.com/file/d/0B96RrTcNJsI2Q0hyVFJ4Zldic2c/edit?usp=sharing

 I did all the parenting and pivots in sketchup. But like i said, in max i dont see the groups and pivots looks to be only for mesh.

I see no other way to find out than making a quick script for one turret and see if it turns like suppose to.
Title: Re: Bismark
Post by: PytonPago on March 25, 2014, 04:02:27 am
Has to be some hide/show origins option somewhere ... you may look at it trough blender too if something, if you just need to check and/or export it to Collada/FBX. I throw a little look at it, when im on OT.
Title: Re: Bismark
Post by: M7 on March 25, 2014, 11:38:25 am
 OK Here the FBX made with Max from which i made the last import
https://drive.google.com/file/d/0B96RrTcNJsI2RGJDWTdfaDduNUE/edit?usp=sharing (https://drive.google.com/file/d/0B96RrTcNJsI2RGJDWTdfaDduNUE/edit?usp=sharing)

Google drive dont seem to work atm so...
http://www.mediafire.com/download/441aj62y0opj164/bismark.fbx (http://www.mediafire.com/download/441aj62y0opj164/bismark.fbx)
Title: Re: Bismark
Post by: M7 on March 25, 2014, 10:36:30 pm
I tried the Luch script for a turret and it worked but the pivots were effectively the same position as what i see in Max  (nowhere near where i set them in sketchup).

So i'll tried to set the pivots in max, cross finger and reimport.
Title: Re: Bismark
Post by: M7 on March 26, 2014, 12:19:46 am
No, it doesnt work, so i'm giving up for now . Here's the sketchup FBX. Maybe in blender you could better fix the origin problem.

https://drive.google.com/file/d/0B96RrTcNJsI2d2w0QkNjd3E5bU0/edit?usp=sharing
Title: Re: Bismark
Post by: PytonPago on March 26, 2014, 07:08:20 am
Is it just the "learning" version of the sketch-up application, or does it not import FBX that it can export ?? ??? Tried to import it to Blender, doe it shows some "ASCII FBX type not supported" problem.  (the second 112 Mb one) ... could you make an Collada export of it ?
Title: Re: Bismark
Post by: M7 on March 26, 2014, 10:52:54 am
Well i'm sure i still have a lot to learn about sketchup but normally i can import most models found on the web. I only encounter this origin problem one other time and it's with another big ship.

I can make a collada but i need to make all component unique first (otherwise it look like crap once imported in outerra). I did it partially and made a quick import and it looks to be ok for the geometry but i might have to redo the texture. And the origin is still away from the ship.
Title: Re: Bismark
Post by: PytonPago on March 26, 2014, 11:09:11 am
ok
Title: Re: Bismark
Post by: M7 on March 26, 2014, 12:02:45 pm
Just tried a collada import with the lastest bismark.dae and it look like this in outerra. The texture doesnt show (didnt have the dds done) but some mesh still have some weird rendering on the left side. I probably spent 50 hours to try to fix this kind of things in sketchup when i first download that ship and never found a way around it until i tried to import with an FBX, which instantly worked almost flawlessly ...except for the origin :-(.

Now if you still want to try to do something with it in blender...
https://www.mediafire.com/folder/z9ulufkzpg32n/bismark (https://www.mediafire.com/folder/z9ulufkzpg32n/bismark)
Title: Re: Bismark
Post by: PytonPago on March 26, 2014, 04:44:03 pm
Its worse than i have thought :

(http://m4.aimg.sk/forig/f_456642019_88c9a87b32d5a18eefbff6fbae317bc0.png)

(http://m1.aimg.sk/forig/f_456642032_46bb81aa2c3b2358460e27f6c56849d2.png)

To this i say -- WTSvarogDamnedHellMarchScene is this ?? ???

Firs of all, the basic modeler thing - why to hell do they always keep every single piece of something as a separate mesh whyte an totally UNIDENTIFIABLE NAME ?!?! Second, they dont even synchronize the pivot points to the axe center ( isnt much as a problem, but ... great Svarog ! ).

Yet few things i see is clearly a Sketch-up problem bunch :

Not sure about the sketchUp dynamics but seems like if you do a pre-drawing of a
picture, its somehow is still being visible in an different light spectrum hitting ya eyes whyle looking at it like Donkey-Kong whyte barrels. Only that this has a 3D model version of every pre-drawing brush stroke as separate mesh (those tiny little copies of axles there or whatever they are and import into Blender made them afterwards).

Also, im totally amazed, that a bunch of meshes can have shared vertices. Just looked better at the chain and every eye is a separate mesh but yet, in edit mode, its all of them in one selection, yet all of them have their pre-draws copied as he copied the eyes of it over and over again - the same at everything that was copied or duplicated.

A LOT of meshes havent been submited their transformations (as i wrote a few replies back that hey should after scaling and re-placing of meshes) and im not sure if their so tiny, that even the highest magnification cant find them, or the Collada export (in the way it works) just flushed them away whyle taking on the pre-draws.

 ... i would not mind the Creators way of modeling much (even if it needs a ton of work to reconfigure the meshes for any use at all - got a de-ja-vu from the M32-Maco there - good it was just a few parts), BUT what TRASH-Objects SketchUp leaves in models and even transforms them to other formats. I cant understand why would someone work whyte that thing !! :O :O :O  Why would someone do this ?  ???

And yet, for some great divine reason, (as you can see in the second image too) some meshes are instance-copyed 10-times over. But no mesh ! Just that ... thing. And it still reacts to it in a way i cant topple at all.

   - We had a brief look at the Schrodinger's equations for simple atomic structures whyte quantum physics explained --- i thought i newer be so confused again like at the first lesson of those physics.
 
        I just got slapped it back into my face.
   
               Just ...

(http://fc00.deviantart.net/fs71/i/2011/309/a/4/wha_by_artfuldodger112-d4f5z9y.png)


 ... the turrets i still could see, seemed to have their origins right compared to the ship-center pivot, but im damn sure, those trash-things there get the pivots messed up at exporting. Also, placing the model in the absolute zero position would not be bad too.

I must say, im amazed that OT importer did something whyte it at all and didnt freeze. But, now i may know why the first BFX froze on import to Blender, Collada just seems to filter a lot of it away so it somehow maybe got trough - and looks messed up in OT too.
Title: Re: Bismark
Post by: M7 on March 26, 2014, 06:11:52 pm
Welcome to my nightmare  ;D

But again, the fbx importer is doing a pretty good job out of this in most cases so i'll just forget about this one and import some other ship for gun animation. I actually found a site that has a few nice models  http://www.cadnav.com/3d-models/watercraft (http://www.cadnav.com/3d-models/watercraft)
Title: Re: Bismark
Post by: PytonPago on March 26, 2014, 06:26:33 pm
Theres a Kiev ! Nice find indeed ...

   ... well, guess the Bismark could be done fixed, but i see few days wasted on that model getting to shape ...
Title: Re: Bismark
Post by: M7 on March 26, 2014, 08:14:51 pm
I dont think its worth it, but up to you.

Found a nice british battleship King George V class on that site. It has funky colors where there's no texture. Think i messed up in the options when i first opened it.
Title: Re: Bismark
Post by: PytonPago on March 27, 2014, 02:02:22 am
hmm, maybe a vague metallic material texture could fix that quickly ... doe, i tried a lot to attune the color of materials at a time - color charts in RGB are a little off compared to Gimps tables, but you can find a nice enough color to keep stuff whyteout textures too (or combine such areas).

 ... bad for the Bismark, hope there is some a more up to shape model somewhere. Would be nice to have it here too, especially when camera will be able to be set to mesh-rotations.
Title: Re: Bismark
Post by: M7 on March 27, 2014, 06:11:44 pm
I had this idea today to import the bismark directly from a sketchup FBX again.  But this time i would first place the model in sketchup, right where the (fucktup) origin shows in outerra and it worked. It also have a resemblance of a script (took the  turret script  from the Luch) and the thing does move  ... not like it's supposed to but it moves!  ::)

If you could have a look . I dont quite understand how these kind of value works
this.geom.rotate_joint_orig(turret, this.turx.value, {x:1,y:0,z:0});
I just hope the turret pivot dont have to be moved the same way as the origin.


https://drive.google.com/file/d/0B96RrTcNJsI2M21seXNvenlGTE0/edit?usp=sharing
Title: Re: Bismark
Post by: PytonPago on March 27, 2014, 06:42:06 pm
 .. well see about those pivots ... ill take a look at that.

// edit //

Ah ... you forgot to add a crutial part for the contolls :

Code: [Select]
        //Turret movements
     
  case ATurretX: this.turx.set(v); break;
  case ATurretY: this.tury.set(v); break;

... put those into the "action section" right into the switch-function.
Also, i noticed, you may have bad mesh-names defined for the turret and gun - check the :

Code: [Select]
  var geom = this.get_geomob(0);
  turret = geom.get_joint('turret');
  mantlet = geom.get_joint('mantlet');
  barrel = geom.get_joint('barrel');

... in the " " should be the mesh name for the turret and gun (use the mantlet for the gun, the barrel one is at this time unnecessary (will be probably used for back-slash animation - you can delete that line))



-- as for the values - first one is the mesh that will be rotated, the second (" this.turx.set(v)") tells how many radians it should turn (defined in the switch trough the integrator as some value of the key-bind). Then are the axes of the pivot points - there you choose around witch axe it rotates (0 - no rotation, 1 - rotation, -1 - opposite direction rotation)
Title: Re: Bismark
Post by: M7 on March 27, 2014, 09:00:51 pm
Not sure which version you checked, but the js file that i used in that last version look like this...attachment

 i just found out that what i thought was the genuine origin was not. Watched a tutorial video about axes and found out that origin pivot could be moved and reset. So i tried a reset and it falled at the spot it was supposed to be from the beginning :-[
So everything work pretty much as suppose to, except for the pivot of the turret and gun which seems to be stucked at origin.

There must be something that i cant figure out yet about pivot in sketchup
Title: Re: Bismark
Post by: PytonPago on March 28, 2014, 02:52:48 am
Oh, i thought you meant that google drive-link (the tiger2 panzer)

Quote

If you could have a look . I dont quite understand how these kind of value works
this.geom.rotate_joint_orig(turret, this.turx.value, {x:1,y:0,z:0});
I just hope the turret pivot dont have to be moved the same way as the origin.


https://drive.google.com/file/d/0B96RrTcNJsI2M21seXNvenlGTE0/edit?usp=sharing



in the Bismark JS - at the end you had :

Code: [Select]
  }
  if(tmov) {
    if(!this.turretsnd)
      this.snd.play_loop(1, 3);
  }
  else  this.snd.stop(1); 
  this.turretsnd = tmov;
 
}

If has its arguments in "{"  "}", else should have too, like this :

Code: [Select]
  }
  if(tmov) {
    if(!this.turretsnd)
      this.snd.play_loop(1, 3);
  }
  else {
  this.snd.stop(1); 
  this.turretsnd = tmov;
  }

}

 ... i see you used the little tank-script, like me. Doe you dont need to define a separate mesh to be rotated at certain angle of the turret (he needed it to topple down the antenna sticking from the tanks side standing in the guns way). You better delete that part, i think it may interfere as stuff for that lines arent defined and antenna mesh missing in the model.


  //turret handling
  var tmov=false;
  if(this.turx.changed(dt)){
    this.geom.rotate_joint_orig(turret, this.turx.value, {x:0,y:1,z:0});
    if(this.turx.value>1) {
      var a = 2*(this.turx.value-1);
      if(a>1.57) a=1.57;
      this.geom.rotate_joint_orig(aerial, a, {x:0,y:0,z:0});

    }
    tmov = true;

... dont see anything else bad there. Im sure one of those things might got the turret "jammed". A little strange thing is, if you dont define some rotation-used mesh, or forget to rename the mesh in the rotation-script. Sometimes OT picks an casual one from the model (had my engine once spinning around instead of the gun :D )
Title: Re: Bismark
Post by: M7 on March 28, 2014, 01:07:05 pm
Yeah it sure need some cleanup as i tend to leave everything in as long as it work.

I think i found the source of the pivot problem. Seems the sketchup FBX exporter will default all pivot to origin :'(. I can see it when i import into max. Still searching for solution.
Title: Re: Bismark
Post by: M7 on March 30, 2014, 03:38:50 am
Finally found a way to set those pivots. I actually had to take a turret and gun in sketchup and move it next to the origin where i wanted to pivot to be set, then i would make a separate fbx export for each  bone.  Then i would assemble back everything in max. A bit of a pain but i got the 4 guns to rotate together  ;D.

Now i need to get the engine sound to work, animate the propellers and limit the turrets rotation.

https://drive.google.com/file/d/0B96RrTcNJsI2ZDFzNzFWWU5YZXM/edit?usp=sharing (https://drive.google.com/file/d/0B96RrTcNJsI2ZDFzNzFWWU5YZXM/edit?usp=sharing)


bismark (http://www.youtube.com/watch?v=ngDOnWLz11k#)
Title: Re: Bismark
Post by: PytonPago on March 30, 2014, 04:18:24 pm
Nice work man, will try to assemble a script for the turrets to be used separately and post ya ...
Title: Re: Bismark
Post by: M7 on March 30, 2014, 10:01:52 pm
I think i would have them to rotate in pair. I guess that's how they were used in RL. I'd like to limit their rotation angle. I think they should turn 140 degree on each side. I tried an educated guess in the script...
const MinTurretYAngle =140; 
const MaxTurretYAngle = -140;   (tried  with X too)
i though i made sense but no,  it didnt do anything  :(

There's also a fonction  i'd like to get for ships in general,  a throttle in percentage for the engine power  like planes instead of a gas pedal like vehicle. I think for ships it would make more sense. now can this  be script in JS or it has to be code in the engine?  And then i would try to animate propellers like plane propellers.
Title: Re: Bismark
Post by: PytonPago on March 31, 2014, 05:07:11 pm
const MinTurretYAngle =140; 
const MaxTurretYAngle = -140;   (tried  with X too)
i though i made sense but no,  it didnt do anything  :(

thats odd ... does the X angles beig ignored too ? - try checking the :

Code: [Select]
  this.turx = new axis_integrator(radians(MaxTurretXSpeed), radians(MaxTurretXAccel), radians(MinTurretAng), radians(MaxTurretAng));
  this.tury = new axis_integrator(radians(MaxTurretYSpeed), radians(MaxTurretYAccel), radians(MinTurretAngle), radians(MaxTurretAngle));
  this.turretsnd = 0;

part in the ``function init_vehicle()`` part, if they dont have some mis-spelling ...


For that throttle ... there was an oldtimer mercedes video of a aircraft script-test on in whyte that kind of throttle. Dont think the script was shown anywhere, but the creator should have it stored somewhere ...
Title: Re: Bismark
Post by: Revolver on March 31, 2014, 05:54:29 pm
OK.... my ship can shoot ...and yours?! :P  ;D ;)

(http://www7.pic-upload.de/31.03.14/q24ih29r7f6u.jpg)
Title: Re: Bismark
Post by: M7 on March 31, 2014, 10:50:00 pm
const MinTurretYAngle =140; 
const MaxTurretYAngle = -140;   (tried  with X too)
i though i made sense but no,  it didnt do anything  :(

thats odd ... does the X angles beig ignored too ? - try checking the :

Code: [Select]
  this.turx = new axis_integrator(radians(MaxTurretXSpeed), radians(MaxTurretXAccel), radians(MinTurretAng), radians(MaxTurretAng));
  this.tury = new axis_integrator(radians(MaxTurretYSpeed), radians(MaxTurretYAccel), radians(MinTurretAngle), radians(MaxTurretAngle));
  this.turretsnd = 0;

part in the ``function init_vehicle()`` part, if they dont have some mis-spelling ...

For that throttle ... there was an oldtimer mercedes video of a aircraft script-test on in whyte that kind of throttle. Dont think the script was shown anywhere, but the creator should have it stored somewhere ...
I made it up from   const MinTurretAngle it's not a real command i saw anywhere  , i just tried to add a X or Y to see if it would limit the turret rotation

I also to incorporate  MinTurretYAngle (or with X) into these lines but no cigar
  this.tury = new axis_integrator(radians(MaxTurretYSpeed), radians(MaxTurretYAccel), radians(MinTurretAngle), radians(MaxTurretAngle));

Quote
For that throttle ... there was an oldtimer mercedes video of a aircraft script-test on in whyte that kind of throttle. Dont think the script was shown anywhere, but the creator should have it stored somewhere ...
Is that this video?
https://www.youtube.com/watch?v=ZSbe5bsyIu8 (https://www.youtube.com/watch?v=ZSbe5bsyIu8)

OK.... my ship can shoot ...and yours?! :P  ;D ;)
Not yet but i hope someday replay this... 

The Battleship Bismarck. The Final Battle (http://www.youtube.com/watch?v=j2hzbWaMIxc#)
Title: Re: Bismark
Post by: cameni on April 01, 2014, 02:03:34 am
I made it up from   const MinTurretAngle it's not a real command i saw anywhere  , i just tried to add a X or Y to see if it would limit the turret rotation

I also to incorporate  MinTurretYAngle (or with X) into these lines but no cigar
  this.tury = new axis_integrator(radians(MaxTurretYSpeed), radians(MaxTurretYAccel), radians(MinTurretAngle), radians(MaxTurretAngle));

I did the following:
Code: [Select]
  this.turx = new axis_integrator(radians(MaxTurretXSpeed), radians(MaxTurretXAccel), radians(-140), radians(140));
  this.tury = new axis_integrator(radians(MaxTurretYSpeed), radians(MaxTurretYAccel), radians(MinTurretAngle), radians(MaxTurretAngle));
... and it worked as expected. You could define those 140 as a const somewhere and refer to that, of course.
Title: Re: Bismark
Post by: PytonPago on April 01, 2014, 02:39:39 am
Yes, that is the car ...

 ... well, its true, that gas-pedals are intensity based. Seems, for simulations (whyte driving wheel and pedals on PC) it will be needed - thats a point there. (whyle using 100% on keyboard intput of course or finding a balanced way of altering that intensity trough maybe the number-pad - like power of engines in IL2 etc.)
Title: Re: Bismark
Post by: M7 on April 01, 2014, 09:46:25 am
Thanks Cameni! It's perfect.

@Pyton     I dont know what to add to this. A plane like throttle that could be scripted would be the perfect solution, but even a toggle engine full, engine off could do for now . I need to reserve those keypad numbers for all the different turrets  ;D
Title: Re: Bismark
Post by: M7 on April 04, 2014, 12:59:59 am
I added the 150mm gun turret animation. For now, all guns rotate with the same key.
https://drive.google.com/file/d/0B96RrTcNJsI2UFAwV0V3OU9meTA/edit?usp=sharing (https://drive.google.com/file/d/0B96RrTcNJsI2UFAwV0V3OU9meTA/edit?usp=sharing)
Title: Re: Bismark
Post by: PytonPago on April 08, 2014, 02:37:05 pm
Here is, what i speculated out for the turrets - http://forum.outerra.com/index.php?topic=2596.0 (http://forum.outerra.com/index.php?topic=2596.0)

I hope it can be used well in the Bismark - will be finally a real beast. Actually, if you add another node, that would use the turnxXXX or turnyXXX (XXX being some number) as an definition of the throttle, you could use the switch as an position changer between the bridge and separate turrets - just have to add the driving force as an variable, that would be set on its value and give an max-min angle for the turning on 0-100 as percents. (just adding another turret into the script that is, but it would not have an rotation command in the every FPS section of the script, but the definition of the throttle)
 
Title: Re: Bismark
Post by: M7 on April 11, 2014, 11:46:16 pm
I got pytonpago script working 8). I even got rid of the sound loop error and now the turret sound play when turret turn!!!

So i got the turrets grouped in 4 groups.
the 2 front 380mm guns
the 2 back 380mm guns
the 3 left side 150mm guns
the 3 right side 150mm guns

Use the ''aux button 2'' to switch group

I didnt updated the main file so just copy the bismark.js attachment in the bismark folder.

edit: i thought i had the sound for engine and turrets working but no, as soon as turrets turns, the engine sound stop  :(
Title: Re: Bismark
Post by: Revolver on April 14, 2014, 06:16:07 am
Very well! I am glad very much that they make what new and interesting for the OT-Community together. If they wanted, I could help for them with the Texturing. In addition I need only the UVW-Mapps...of course if they wanted it themselves... ;)
Title: Re: Bismark
Post by: thx_nb on April 14, 2014, 06:29:29 am
Very nice!
How do I actually rotate the turret after selecting one with the AUX2 key?
Title: Re: Bismark
Post by: M7 on April 14, 2014, 08:11:41 am
Well you need to use turrets rotaton keys. In the control/vehicle option,  you can set keys for turrets rotation .
Title: Re: Bismark
Post by: thx_nb on April 14, 2014, 08:20:15 am
Well you need to use turrets rotaton keys. In the control/vehicle option,  you can set keys for turrets rotation .

Ah, missed those for some reason. Thanks.
Title: Re: Bismark
Post by: M7 on April 14, 2014, 09:34:33 am
Very well! I am glad very much that they make what new and interesting for the OT-Community together. If they wanted, I could help for them with the Texturing. In addition I need only the UVW-Mapps...of course if they wanted it themselves... ;)

I thought for a moment to do uvw map for the bismark. Would be nice to have the ship fully textured but it take so much time to make them especially with a ship this complex.  :'(
Title: Re: Bismark
Post by: PytonPago on April 14, 2014, 04:32:41 pm
Very well! I am glad very much that they make what new and interesting for the OT-Community together. If they wanted, I could help for them with the Texturing. In addition I need only the UVW-Mapps...of course if they wanted it themselves... ;)

I thought for a moment to do uvw map for the bismark. Would be nice to have the ship fully textured but it take so much time to make them especially with a ship this complex.  :'(

... it isnt complex - its just being importing unfriendly.  --- Damned anarchy modellers ...   ;D  ;D  ;D (lot of the model things had to be joined, duplicate-verts deleted, faces inverted, re-split and renamed and re-checked in OT a lot - i tryed the Kyev aircraft carier from the site the bismark was, did let it fall after two days wasted returning to mine works. Some of such models seeem to be faster re-modeled from scratch as to be salvaged from their states. - Maybe that why they are free to use in softwares(on many of such 3D modell sites), cause there is a lot consistency work needed to it.)
Title: Re: Bismark
Post by: DesertDrydock on September 20, 2014, 03:11:32 pm
Hello M7, sorry for replying to an old post but I would like to know the frame rates you are getting with the Bismark model in the simulation.

Thanks DD
Title: Re: Bismark
Post by: ZeosPantera on September 20, 2014, 04:46:05 pm
BISMARK! Time to load it up with ambient occlusion!
Title: Re: Bismark
Post by: M7 on September 20, 2014, 08:03:27 pm
I'm getting around 30 fps with the bismark and 50+ without. Ao dont seems have much impact on framerate but Shade on the model looks much better now.
Title: Re: Bismark
Post by: DesertDrydock on September 20, 2014, 09:35:35 pm
Thanks M7
  That's awesome, I have a lot of LOD models specifically designed for simulation (careful and methodical polygon placement) that I want to test in Outerra.  It looks like an exceptional test platform for what is coming in the future.

Do you have any fresh screen shots?
Title: Re: Bismark
Post by: M7 on September 20, 2014, 10:33:39 pm
Looking forward to see your models. Always nice to see pros bring in their toys ;D

I took this pic with AO at medium. AO really help with this kind of model, when there's lots of shapes of the same color and no baked AO.

(http://i.imgur.com/leBm5PO.jpg)
Title: Re: Bismark
Post by: DesertDrydock on September 20, 2014, 11:26:54 pm
Thanks! The shadow quality is excellent. Are the textures yours and what is their resolution? I have a suggestion if you want it on crisping up your border shadows.  Also do you have a screen shot or two of the wire frame? I'm betting the original modeler wasn't is a simulation state of mind when he built the model. You can probably reduce the poly count by 50 + % if you want. But it's a great model...

DD
Title: Re: Bismark
Post by: bomber on September 21, 2014, 07:04:16 am
What level of desire, capability do we have here for naval warfare ?

I have the complete kreigsmarine fleet, all varients, sub's n even aircraft carrier for a flight sim ie  low poly..on my hard drive somewhere.. Some are textured, others not but if there's anyone looking to work on 'targets' for a torpedo run in a swordfish... Which we can also lay our hands on...

I could give you a leg up.
Title: Re: Bismark
Post by: PytonPago on September 21, 2014, 08:01:03 am
What level of desire, capability do we have here for naval warfare ?

I have the complete kreigsmarine fleet, all varients, sub's n even aircraft carrier for a flight sim ie  low poly..on my hard drive somewhere.. Some are textured, others not but if there's anyone looking to work on 'targets' for a torpedo run in a swordfish... Which we can also lay our hands on...

I could give you a leg up.

 ... OT renders the entire world .... we want models of the entire human history build !!! ...  ;D
Title: Re: Bismark
Post by: aWac9 on September 21, 2014, 06:46:27 pm
feel free
:)
Title: Re: Bismark
Post by: M7 on September 21, 2014, 07:30:31 pm
I did the textures but it's very basic. It's all tile textures no UV so there are not very big. I 'm sure the model was never meant to end up in a game engine. It's just an outer shell, not intended for a sim.


(http://i.imgur.com/QYUo3r3.jpg) (http://imgur.com/QYUo3r3)

Title: Re: Bismark
Post by: PytonPago on September 21, 2014, 11:53:13 pm
WHAT IS THAT INSIDE CANON DOING THERE ?  :o
Title: Re: Bismark
Post by: M7 on September 22, 2014, 12:13:28 am
That's the sketchup file, remember in order to have the turret rotating  i had to export fbx to Max cause sketchup axis were all default to origin once in FBX format. So I had to put all turrets at origin before exporting (middle of the hull)
Title: Re: Bismark
Post by: HiFlyer on September 22, 2014, 04:11:55 am
WHAT IS THAT INSIDE CANON DOING THERE ?  :o

Its the wave motion gun.  :D
Title: Re: Bismark
Post by: Planets on November 02, 2014, 10:23:15 pm
I actually found a site that has a few nice models  http://www.cadnav.com/3d-models/watercraft (http://www.cadnav.com/3d-models/watercraft)

Holy crap. Where has this site been all my life.

I think I just got newfound inspiration to try and import these into Outerra, at least as static vessels, that someone else could make driveable if they wanted.

I had a ton of frustration with Blender and other modelling programs trying to export correctly and import a bunch of Star Wars models into Outerra so I gave up on that. Almost thought I gave up entirely on importing models but holy crap this site, I just have to try again now  ;D

There's just SO MANY SHIPS!  :D
Title: Re: Bismark
Post by: PytonPago on November 03, 2014, 02:43:23 am
Just wait till you plan to make some scripted animations ...  :D
Title: Re: Bismark
Post by: M7 on November 03, 2014, 08:07:20 am
Also with the incoming collision mesh, we could have aircraft carriers and  land planes on them :-)
Title: Re: Bismark
Post by: Planets on November 03, 2014, 09:44:44 am
Just wait till you plan to make some scripted animations ...  :D

hmm, like say, oars rowing?

that would be cool for the triremes, maybe even somehow import the sound of the oarsmen from Total War: Rome II...

but for now I'll just try to actually successfully import the models first.
Title: Re: Bismark
Post by: HiFlyer on November 03, 2014, 10:16:42 am
It would also be nice to have even some rudimentary pathing AI. even if only predetermined point to predetermined point, so ships could have routes.
Title: Re: Bismark
Post by: Planets on November 03, 2014, 11:46:39 am
Ooh thats a good idea.

Imagine sailing off with a fleet of triremes across the Aegean, or building a small port town and having ships regularly dock, stay at anchor, sail off again, etc. Would add some nice dynamism.
Title: Re: Bismark
Post by: carbonox infernox on March 11, 2015, 08:35:40 pm
The turrets move fine, but i can't get the guns to fire. I downloaded the bismarck.js file on page 4 and that didn't help.
Title: Re: Bismark
Post by: M7 on March 11, 2015, 09:49:48 pm
No cant fire the guns, Outerra doesn't support that yet