Outerra forum

User mods, screenshots & videos => Vehicles => Topic started by: theshanergy on November 04, 2014, 02:16:50 am

Title: (Release) Hummer H1
Post by: theshanergy on November 04, 2014, 02:16:50 am
Another new model from my site.

I've never owned a Hummer H1 personally, but I've been for rides in a few. Super fun trucks (though not super usable in the tight trees where I live). This model was sourced from the 3d warehouse, with v8 engine noises from the sound test car.

This truck is great to drive in the steep mountains!

Pics:

(http://www.outerramods.com/sites/default/files/images/mods/screen_1415078493.jpg)

(http://www.outerramods.com/sites/default/files/images/mods/screen_1415078466.jpg)

(http://www.outerramods.com/sites/default/files/images/mods/screen_1415078519.jpg)

Additional info and vehicle OTX file can be found at http://www.outerramods.com/mods/hummer-h1

Enjoy!
Title: Re: (Release) Hummer H1
Post by: ZeosPantera on November 04, 2014, 02:21:47 am
It is ABOUT F__KING TIME.. Lets do this!
Title: Re: (Release) Hummer H1
Post by: KW71 on November 04, 2014, 10:44:37 pm
Hi!!!

This is  great!! Thanks a lot!

I have problems with reverse. Won't work with joystick (xbox 360 mapped) and with the keyboard is... erratic.
Title: Re: (Release) Hummer H1
Post by: Planets on November 05, 2014, 12:07:09 am
Nice, this is like the perfect offroader.
Title: Re: (Release) Hummer H1
Post by: ferda on November 05, 2014, 01:15:39 am
Very nice

Thanks  8) Ferda
Title: Re: (Release) Hummer H1
Post by: theshanergy on November 05, 2014, 01:24:27 am
Thanks guys!

I have problems with reverse. Won't work with joystick (xbox 360 mapped) and with the keyboard is... erratic.

I have this same problem. I'm not sure why this is but I'll have to test with some other vehicles and see if there's a fix. It's strange that it works with keyboard controls but not the controller.
Title: Re: (Release) Hummer H1
Post by: soulunite on November 05, 2014, 10:45:38 pm
Another great model - thanks theshanergy!
Title: Re: (Release) Hummer H1
Post by: KW71 on November 05, 2014, 11:09:27 pm
Hi!!!

Any news about the reverse?
Title: Re: (Release) Hummer H1
Post by: PytonPago on November 06, 2014, 12:26:47 am
Id say, this thing needs detailed suspension parts !  :D
Title: Re: (Release) Hummer H1
Post by: theshanergy on November 06, 2014, 12:34:45 am
Any news about the reverse?

I did some testing with this but wasn't able to figure it out. It seems this behavior is present on all vehicles I have installed, which leads me to believe it's an issue with the engine, unless there is something I'm overlooking. The keybindings are identical (w for forward, or controller axis 1 in my case), yet when you press the controller it keeps moving forward, while the keyboard moves it backwards. Can anyone confirm this or suggest a vehicle that joystick reverse works on?
Title: Re: (Release) Hummer H1
Post by: theshanergy on November 06, 2014, 12:38:34 am
Id say, this thing needs detailed suspension parts !  :D

It's got moving control arms as is, but it's a bit of a hack for now. I'm only working in Sketchup which doesn't support animation, and unfortunately I don't know of any way to compress springs without animation. One of these days I'll teach myself a real tool such as blender, but every time I've tried thus far I've wanted to throw my computer out the window (I nominate blender as the least intuitive program to ever exist)! :)
Title: Re: (Release) Hummer H1
Post by: PytonPago on November 06, 2014, 01:52:26 am
Yes, springs can be a little tricky at moment ... doe, leaf ones and hydraulic suspenders are a possibility trough script ....

I made the leaf-springs as a set of segments, where all are in a "tree-branch" hierarchy (one set as parent of the one before with pivot points/origins at the proper rotation place) and in script i added partially incrementing rotation value based on the wheels height :

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

(notice, that each smaller part of the leaf springs is a separate mesh, where the blending part whyte the previous one is round and has its pivot point roughly at the edge of the previous and center of the round part of the segment)

Code: [Select]
var LSAngaBRB = ( -0.08 + (angaxbiri * 2.2));

  this.geom.rotate_joint_orig(this.lsbrb13, LSAngaBRB, {x:1,y:0,z:0});
   this.geom.rotate_joint_orig(this.lsbrb12, (0.01 * LSAngaBRB), {x:1,y:0,z:0});
    this.geom.rotate_joint_orig(this.lsbrb11, (0.02 * LSAngaBRB), {x:1,y:0,z:0});
     this.geom.rotate_joint_orig(this.lsbrb10, (0.03 * LSAngaBRB), {x:1,y:0,z:0});
      this.geom.rotate_joint_orig(this.lsbrb09, (0.04 * LSAngaBRB), {x:1,y:0,z:0});
       this.geom.rotate_joint_orig(this.lsbrb08, (0.05 * LSAngaBRB), {x:1,y:0,z:0});
        this.geom.rotate_joint_orig(this.lsbrb07, (0.06 * LSAngaBRB), {x:1,y:0,z:0});
         this.geom.rotate_joint_orig(this.lsbrb06, (0.07 * LSAngaBRB), {x:1,y:0,z:0});
          this.geom.rotate_joint_orig(this.lsbrb05, (0.08 * LSAngaBRB), {x:1,y:0,z:0});
           this.geom.rotate_joint_orig(this.lsbrb04, (0.09 * LSAngaBRB), {x:1,y:0,z:0});
            this.geom.rotate_joint_orig(this.lsbrb03, (0.10 * LSAngaBRB), {x:1,y:0,z:0});
             this.geom.rotate_joint_orig(this.lsbrb02, (0.11 * LSAngaBRB), {x:1,y:0,z:0});
              this.geom.rotate_joint_orig(this.lsbrb01, (0.12 * LSAngaBRB), {x:1,y:0,z:0});
               this.geom.rotate_joint_orig(this.lsbrb00, (0.13 * LSAngaBRB), {x:1,y:0,z:0});


I thing, doing the same thing with a classic spring would work (without that incrementing part (all rotation values the same)).
Making the spring from small segments placed the same way into a spiral could do, but also, making just a well placed spiral bone armature for it with the script using these bones should be possible too. (doe i haven't really done much yet trough blenders armatures - still some things i need to try when time is free).  There is that one bad thing doe - if you do it the segmented way, smoothing of the spring can prove to be a pain (maybe the thing guys tried for the aircraft wing-flex system could be a solution to that), where at the armature way, it wouldnt be a problem as it would be just a single mesh coped with the armature. (but yes, weighting the meshes to it is a little not much funky process). 

 ... i probably should make myself some time for making the tutorial material n models on these things finally finished.
Title: Re: (Release) Hummer H1
Post by: theshanergy on November 06, 2014, 04:10:29 pm
^^ PytonPago, that is a genius idea. I would not have thought of doing that, but now I will be using it for sure! Just rotating chunks of a coil spring around center and moving them together should work well. Awesome!
Title: Re: (Release) Hummer H1
Post by: PytonPago on November 07, 2014, 01:51:24 am
^^ PytonPago, that is a genius idea. I would not have thought of doing that, but now I will be using it for sure! Just rotating chunks of a coil spring around center and moving them together should work well. Awesome!

 ... youre have a lot of meshes to define and use in script, but i think that those 200 lines in script is the only problem there. :D Also, if you use such names as i did ( like SpringLeftFront - SLF01, SLF02, ... , SLF28 ) than you need just copy/paste the same script over multiple times and just rewrite the numbers, witch spares some time in it ... you also can do the same during modeling - make just one part of the spring meshes, set the origin/pivot point at right place and then just copy the mesh several times n change the numbers placing them one after another and parenting them. -- Mind that the pivot point/origin orientation is set right ( so that you need to rotate the segments only around one axis ! Best to place them in circle from the up-view and set height in place from the left/right views in blender ). Otherwise, you rotate the origin point too and it will be a pain to set them right.

Note, the spring parts (on my model) are parented to the vehicle body, and after importing and writing the script, i was trying to change the wheel-height data with a number multiplier till it fits the movement. You could find the multiplier trough math, but my experience is, that it isnt quite exact and trying out to find it empirically does the work well.  -- you also can parent them to the wheels, but it may be complicated to figure rotations out if the part they sit on are moving themselves.

The last problem is then the spring rotation that will make it face its joint on the wheel (if the wheel moves up and the spring isnt in vertical set-up, than it will just compress, but the wheel joint for it will be at different place).

(http://1.bp.blogspot.com/-4t8NInN_dKI/UGvcK26ULkI/AAAAAAAAXqc/w_xQ1a8gZRU/s1600/Solid+Axle15.JPG)

Most cars have them nicely vertical with the tires so there is no need for aditional rotations of the spring to the left/right and front/back ... but some vehicles have them in angle :

(http://www.valuetirefl.com/img/suspension.gif)

It might seem just a bit, but when the wheel moves up and down, it may become quite de-synchronized. There is a solution to that too ... the same i used on my urals hydraulic suspension - just parent the spring to two empty meshes (just two pivot points without any vertices in the mesh) and set one empty meshes rotation in script to the sides and the other empty to the front/back. It will be a little challenging to set the multipliers for each rotation, but it works nicely when the balance is found. (best to set first that the spring faces its joint on the wheel as it should and then the spring compression intensity as the last thing) .... then, if all four wheels have the same geometry set-up, you just use the same multipliers and scripts (maybe a - will be needed here and there if the stuff has been created trough mirroring in blender for the other side of the vehicle)
Title: Re: (Release) Hummer H1
Post by: HiFlyer on November 07, 2014, 08:38:10 am
Is there any explanation for why so many or the cars/trucks in Outerra seem so slow/under-powered?
Title: Re: (Release) Hummer H1
Post by: PytonPago on November 07, 2014, 11:10:32 am
Not sure ... i would guess the script is a too much simplified thing. But you could change the forces in script.

Doe it might be just bad feeling too. (sometimes, real life speeds are percieved differently on flat screen due to severall reasons)
Title: Re: (Release) Hummer H1
Post by: HiFlyer on November 07, 2014, 11:22:37 am
Not sure ... i would guess the script is a too much simplified thing. But you could change the forces in script.

Doe it might be just bad feeling too. (sometimes, real life speeds are percieved differently on flat screen due to severall reasons)

I suspect not, though. Many 4x4 vehicles can barely get up a hill in Outerra, and definitely not at any sort of speed. On the other hand, there are a few vehicles that are very fast, (the batmobile, for instance) but then they bounce like heck.
Title: Re: (Release) Hummer H1
Post by: theshanergy on November 07, 2014, 11:24:52 am
Is there any explanation for why so many or the cars/trucks in Outerra seem so slow/under-powered?


Yea most of the models are fairly accurate, I think it's just the scale of the game that makes them seem so slow. With my pulsar release I actually timed 0-60 times and used real life gear box ratios to make sure it was exact. I wasn't so precise with the Hummer but if anything I would guess it's even faster than in real life.

That said, if you want more of an arcade feel to it, I could definitely make you a ridiculously fast vehicle.. :) Any suggestions?
Title: Re: (Release) Hummer H1
Post by: theshanergy on November 07, 2014, 11:26:20 am
I suspect not, though. Many 4x4 vehicles can barely get up a hill in Outerra, and definitely not at any sort of speed. On the other hand, there are a few vehicles that are very fast, (the batmobile, for instance) but then they bounce like heck.

You want something that will make it up any hill and fish tail everywhere because it has too much power?

I give to you, the Rock Bouncer: http://www.outerramods.com/mods/rock-bouncer-crawler

It's a silly vehicle I made just to test some suspension components, but you might have fun with it.
Title: Re: (Release) Hummer H1
Post by: HiFlyer on November 07, 2014, 12:16:43 pm
I suspect not, though. Many 4x4 vehicles can barely get up a hill in Outerra, and definitely not at any sort of speed. On the other hand, there are a few vehicles that are very fast, (the batmobile, for instance) but then they bounce like heck.

You want something that will make it up any hill and fish tail everywhere because it has too much power?

I give to you, the Rock Bouncer: http://www.outerramods.com/mods/rock-bouncer-crawler

It's a silly vehicle I made just to test some suspension components, but you might have fun with it.

I've already played with it!  ;D

What I'm saying is that I have a ford truck (amongst other vehicles) and live at the top of a mountain. The roads are very curved, and there are suicidal deer everywhere, but If I wanted to, there is no doubt that the truck (or even one of the cars) could do 100mph or more.

On the other hand, many Outerra vehicles seem to be at nearly walking speed on any sort of serious incline.........

Sometimes they just can't make it at all.

www.youtube.com/watch?v=jqpTOtMInZ0

www.youtube.com/watch?v=ae-tCLDP7GI
Title: Re: (Release) Hummer H1
Post by: krz9000 on November 07, 2014, 12:37:39 pm
wow dat sexy bounces!! i gotta try this car tonight!
Title: Re: (Release) Hummer H1
Post by: PytonPago on November 07, 2014, 02:49:00 pm
I think the climbing thing is the force basis of the vehicles problem. I tried a lot making the ural "work" properly at inclines and i still have that bad thing - you get force, but it doesnt have the needed speed-limits at certain gears.

 The first gear is kinda too speedy, if the power should be great enough to climb stuff (mean the vehicle script thread one i use for the ural) and the higher gears tend to speed up to infinity if the highest RPMs aren't set to suppress the acceleration (still if the gas pedal would be intensity based and you would hold the max power RPM, you would exceed the vehicles speed limit, cause it wont be retarded as when you let RPM go to max where the power is reduced). Right now, i think the higher gears could be set good at it, but the first two - you can see, the acceleration, even whyte a 20 kmh max speed, is kinda odd i think.

 ... so its something in the way those forces are handled in time there. ( maybe some kind of acceleration constant added to each gear could fix that ) But it isnt bad for speedy cars, like Lamborghini's.
Title: Re: (Release) Hummer H1
Post by: HiFlyer on November 07, 2014, 11:11:51 pm
I think the climbing thing is the force basis of the vehicles problem. I tried a lot making the ural "work" properly at inclines and i still have that bad thing - you get force, but it doesnt have the needed speed-limits at certain gears.

 The first gear is kinda too speedy, if the power should be great enough to climb stuff (mean the vehicle script thread one i use for the ural) and the higher gears tend to speed up to infinity if the highest RPMs aren't set to suppress the acceleration (still if the gas pedal would be intensity based and you would hold the max power RPM, you would exceed the vehicles speed limit, cause it wont be retarded as when you let RPM go to max where the power is reduced). Right now, i think the higher gears could be set good at it, but the first two - you can see, the acceleration, even with a 20 kmh max speed, is kinda odd i think.

 ... so its something in the way those forces are handled in time there. ( maybe some kind of acceleration constant added to each gear could fix that ) But it isnt bad for speedy cars, like Lamborghini's.

Thasenergys rockbouncer seems to have it about right. But like the batman tumbler it can do some pretty wild bouncing. Not sure whats up with the physics, but there will obviously have to be some changes before racing becomes possible/enjoyable.
Title: Re: (Release) Hummer H1
Post by: Acetone on November 08, 2014, 03:28:39 am

I suspect not, though. Many 4x4 vehicles can barely get up a hill in Outerra, and definitely not at any sort of speed. On the other hand, there are a few vehicles that are very fast, (the batmobile, for instance) but then they bounce like heck.

(http://i.imgur.com/wwJC3Fk.jpg)

This one would like to have a word with you  ;)
Title: Re: (Release) Hummer H1
Post by: Haydz192 on November 08, 2014, 04:00:29 am
-imagesnip-
This one would like to have a word with you  ;)
Better make sure you've got nothing on the roof rack, I swear that'd flip backwards if a fly landed on the roof.
But in all seriousness, the 4Runner is a great off-roader, best physics I've seen in OT so far (IMO).
Title: Re: (Release) Hummer H1
Post by: ZeosPantera on November 08, 2014, 09:56:07 am
I object in the name of science!

But seriously I doubt the center of gravity is set correctly on that thing. (plus I am sure rubber isn't THAT good)
Title: Re: (Release) Hummer H1
Post by: HiFlyer on November 08, 2014, 10:05:34 am

I suspect not, though. Many 4x4 vehicles can barely get up a hill in Outerra, and definitely not at any sort of speed. On the other hand, there are a few vehicles that are very fast, (the batmobile, for instance) but then they bounce like heck.

(http://i.imgur.com/wwJC3Fk.jpg)

This one would like to have a word with you  ;)

Actually Thasenergys vehicles are what started me thinking about it. They behave pretty well, but as your picture points out, anything can go to far. There has to be a happy medium.

Or even something in Outerra where you just input things like mass, top speed, center of gravity, etc.... And Outerra takes it from there.
Title: Re: (Release) Hummer H1
Post by: Jagerbomber on November 08, 2014, 11:36:27 am
Knightmare, is that you?....

(http://img3.wikia.nocookie.net/__cb20140310200825/fuel/images/1/16/FUEL_Knightmare.png)

Nah, more like Burstrider.

(http://img4.wikia.nocookie.net/__cb20140310200637/fuel/images/8/89/FUEL_Burstrider.png)


Man... If only those models were extractable...
Title: Re: (Release) Hummer H1
Post by: theshanergy on November 08, 2014, 11:44:05 am
I object in the name of science!

But seriously I doubt the center of gravity is set correctly on that thing. (plus I am sure rubber isn't THAT good)

Haha, yes some of my vehicles have a tad bit too much traction.. but I like it that way!

Outerra vehicle physics concerning traction are funky. Ideally I would set it up to get some more wheel spin at lower speeds (for example, in my real truck if I floor the gas it will burnout, however if I'm driving on the highway there is no way I would spin out. In Outerra if I lower the traction enough for hill climbs and low speed, then it feels like I'm driving on a skating rink at highway speeds. There really needs to be a speed modifier of some sort on the wheel slip settings.
Title: Re: (Release) Hummer H1
Post by: PytonPago on November 08, 2014, 04:35:26 pm
I object in the name of science!

But seriously I doubt the center of gravity is set correctly on that thing. (plus I am sure rubber isn't THAT good)

 ... they have that pick on all surface textile now ... who knows what rubber is hidden in the crazy Michelin lab.  ;D
Title: Re: (Release) Hummer H1
Post by: PytonPago on November 09, 2014, 09:03:19 am
^^ PytonPago, that is a genius idea. I would not have thought of doing that, but now I will be using it for sure! Just rotating chunks of a coil spring around center and moving them together should work well. Awesome!

 ... well, if you have some problems to see, how the spring is done, ive done a little research modelling and scripting ... just look at the stuf here :

forum.outerra.com/index.php?topic=3032.0 (http://forum.outerra.com/index.php?topic=3032.0)

Spring seems to work fine - its a little cheeky to make the spring itself, but i think it is worth the whyle at blender. Specially for some MonsterTruck action.  ;D