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User mods, screenshots & videos => Vehicles => Topic started by: fly77 on May 24, 2020, 10:08:10 am

Title: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 24, 2020, 10:08:10 am
After so much teasing about explosions, missiles, demolishable buildings etc..
finally here it comes:


my abrams m1a2 tank upgrade,
complete with a set of construction elements that can be used to build "destructable buildings".


The development was quite long because I dedicated quite a lot of time to get
- sufficiently "good" explosion effects,
- a functioning tank gunsight which accurately takes into account the ballistic trajectory of the ammunition,
- damage creation ; not limited to the directly hit objects/terrain but affecting everything
  in a certain range around the impact point.


Besides these new  features I improved the general usability of the tank, including:
- a key reference reminder in the (hideable) HUD
- an upgrade of the flak so that it can be used in conjunction with the tank
  as static enemies that you can place in the scenery editor to get some action
  (for now they do no harm to the tank..they  just shoot at you "for show" )
- the tank can destroy "destructable buildings" by just ramming into them. 


All this is enabled mostly by a "global variables plugin"
that allows to exchange information between models in outerra.
(a big thanks to andfly who provided crucial input when I most needed it)



But enough of words ... lets have a look on what you get 
and what you can do with the present mod.


first is the general presentation video: The intent was to show that in outerra it is possible to get combat action
similar to "real games"..so beware ...it is as "violent" as most war games are. of course a long way remains
to go before we get an actual war game. 


https://youtu.be/sCqG5fopQMQ

second video: explains the use of the gunsight and how to change
ammunition settings such as speed and explosive power.


https://youtu.be/LBi2lNWVSO4

third video : I repost here the video on how to build destructible buildings from the provided construction set.

https://www.youtube.com/watch?v=L2KjMngi10k

How to use the building components in the editor should be self-evident
...just take care to select in the editor the following ones
fly77/wall/wall
fly77/wall/wall2
fly77/window/window
fly77/box-set/box1x1
fly77/box-set/box2x1
fly77/box-set/box4x1
fly77/box-set/box8x1
not those which begin with marco/...or outerra/...

Also if you want the tank to destroy streetlights then in the editor choose the following version
named
evaporable/illumination/illumination
evaporable/illumination-emissive/illumination-emissive
instead of the old ones named fly77/illumination...

Finally to get some enemies place in the editor some flaks
fly77/flak
to activate them once back in the game you need to enter each of them first and they will begin shooting at the camera


download from here:

https://www.dropbox.com/sh/33fnm8rbf2s4t3o/AACpdUlWtOlnMpHN-1mNSMoia?dl=0


Installation:

follow closely the 4-step process:

1) click on the self-installing tank-upgrade.otx file

this will install the abrams tank upgade (overwriting my previous fly77 tank version but not the default abrams tank)
as well as a flak upgrade and an upgraded construction kit 

2) importantly place the provided global_variables_plugin.dll
into Anteworld/plugins folder  ! (not in the username/Outerra/plugins one)

3) place the provided "marco" and "evaporable" folders into Anteworld/packages

4) place folders box1x1, box2x1, box4x1, box8x1, wall,window,missile3,flare,bullet into Anteworld/packages/outerra folder

 
here is the summary of new features in detail
and the key reference ..
the key refernce is also included in the HUD of the tank
so that you don't need to remember them when playing


new features:

- gunsight with laser rangefinder / ballistic correction targeting
  (measure target distance with red crosshair, then lock to target with . key, then aim with green crosshair)   

- improved gun auto-leveling (P-key)

- improved parking break for more stable targeting (X-key or Z-key)

- choice of ammunitions with different muzzle speeds (O-key)

- choice of ammunitions with different explosive power (CTRL+T to increase, CTRL-B to decrease)

- flightpath of ammunition depends on wind speed and direction

- better explosion effects
 
- destructible modular buildings: ability to construct any kind of distructible building in the scenery editor using a
  provided set of construction elements
 
- flak upgrade, place in the scenery editor and activate by entering,
  to simulate enemies (for now does not do any harm to the tank)
 
- besides collpasing destructible building any other object hit will (temporarily) disappear
  ( don't worry, restarting outerra it is still there !)

- destructible buildings can also collapse by ramming into them with the tank.
  Also any model placed in Anteworld/packages/evaporable folder  will "evaporate" when rammed by the tank
  as an example I included my streetlights

- HUD with indications of tank heading, gun-heading, wind heading and windspeed,
  muzzle speed, explosive power, targeted terrain or object distance, and many other parameters
  as well as ingame key-association reminder  (shift-K key)

- tank label to easily find the tank again once exited  (CTRL+K key)

- simplified camera system


besides these new features, the tank retains the old functionalities:

- turret rotation: left right arrows
- mantlet (gun pitch): up/down arrows
eventually use a joystick for turret and mantlet

- driver hutch open/close HOME/END
- loader hutch open/close INS/DEL
- commander hutch open/close PGUP/PGDWN

- zoom in/out: numpad +/-
J    : enable gun
F :   machine gun
K :    autofire (every 20 secs) ...needs gun to be active first so press J before pressing K
L: external lights 
shift-L: internal light
shift-N: turret light
E: engine on/off
R: reverse
W: increase thrust
S: apply brakes
B: default parking brake (not very effective)
M: map (useful when driving while aiming with the gun)


ENJOY BUILDING & DESTROYING !
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: aWac9 on May 24, 2020, 02:01:30 pm
magnificent .... as always .. thanks fly for your time.
the impacts look realistic ,, many tank games would like to have this quality already.
well done.
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 24, 2020, 03:05:29 pm
thanks aWac9 !  try aiming at some targets to practice !
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: andfly on May 25, 2020, 06:06:26 am
A great job ...  :)
Transmission from sensitivity to impact, ballistic calculations.
Mastery of quaternions ....( what envy)

The thing I liked the most?
The explosions !!!

Full, powerful.
The blinding lightning, the projection of the debris and those countless clouds of smoke that spread around .... true art !


As ?   Attila ??
A miserable amateur !   =D
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 25, 2020, 06:15:46 am
Haha! Thanks andfly for you special appreciation...but I promise...for a while no more explosions !  ;)
I will probably dedicate my next mod to some more ....relaxed..stuff...or just wait and play..until the next version comes..as any model we make now..could break soon ..as it is not guaranteed that the next version will support the same commands...so.enjoy the mods now..! Before its too late !
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: STIKEHBUN on May 25, 2020, 07:47:38 pm
dont know if this is just on my end but trouble spawning in multiple and the shell cannon thing idk the long tube thing that compass like thing for it is still stuck on the side when i press enter to get out of the tank
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 26, 2020, 01:05:29 am
Screenshot please ! I didn't understand whats happening with the tank shell ...and what is the "long tube like thing" ? Anyway if the problem arises only when you spawn a second tank then I can tell you that so far its not possible to spawn 2 or more of the tanks. If it occurs with a single tank please describe with a screenshot in more detail what happens so that I can try to solve it. About the compass like thing..yes it stays on the screen when exiting..but I can change this if needed. By the way the red line indicates the orientation of the gun relative to the tank forward direction and helps you when driving while in gunsight view..otherwise you don't know in which direction you're driving. Also opening the map (m-key) helps to avoid loosing orientation. Of course the best thing when you drive is to use the external view (C) or the drivers view. Another way to drive the tank while having the gunsight active and the gun levelled (P key) is to point the target with the gun..then reorient the tank so that the  red line of the compass (shooting direction) coincides with the blue line  (driving direction)..so at least you know in which direction you're driving..while keeping the gun levelled and pointed.
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 26, 2020, 02:04:32 am
Bug fix: Just now (26/5/2020) I modified the tank-upgrade.otx file to correct the "compass" bug ..and also I made a change so that the tank no longer "pauses" when exiting it so that you can leave it in aurtofire mode (press first J to activate the gun ..then K to activate autofire ) so that you can watch it driving and shooting on its own...to record some video.

So:please redownload just the "tank-upgrade.otx" file  from above
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 26, 2020, 02:31:18 am
A "trick" to get a second tank spawn is the following:

in the username/packages/fly77 folder make a copy of the "abrams_m1a2_fly77" folder and name it "abrams_m1a2_fly77b" for instance..

then in the vehicles menu you will see a second fly77 tank that you can spawn..both are now fully functional and independent ..so you can switch one to autofire mode and try a very primitive tank battle !
The only thing that you can't do yet ..is destroy your twin!  you won't be allowed to destroy your alter-ego !   =D  ...but you can try to immobilize it...creating craters in its way .. ..eventually I will fix that too.

You can try to create an armada of tanks advancing and shooting !  =D  just make enough copies in the package folder.

To keep track where the tanks are it might be convenient to switch on the Label (CTRL+K) for each tank

Also importantly, to be able to use the gunsight zoom for each tank, before exiting a tank you need to go to external view pressing C , otherwise the last tank will "own" the zoom, disabling it on the others.

(https://i.postimg.cc/wvmkKbGP/getting-two-or-more-fly77tanks.jpg) (https://postimg.cc/343Gm97C)

(https://i.postimg.cc/xCDzmj6x/armada.jpg) (https://postimg.cc/mcjkf4fC)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: STIKEHBUN on May 26, 2020, 07:27:05 am
thanks for the fixes i meant the "tube thing" as the "compass" i have no clue what any of the parts are called on a tank
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 26, 2020, 08:00:59 am
so everything now works all right ?
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: STIKEHBUN on May 26, 2020, 08:02:50 am
i will use it when im off of work i cant right now
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: allymotors on May 26, 2020, 08:09:04 am
Haha! Thanks andfly for you special appreciation...but I promise...for a while no more explosions !  ;)
I will probably dedicate my next mod to some more ....relaxed..stuff...or just wait and play..until the next version comes..as any model we make now..could break soon ..as it is not guaranteed that the next version will support the same commands...so.enjoy the mods now..! Before its too late !
Maybe next mod on a new aircraft? We need more in the sky!
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 26, 2020, 08:17:16 am
yes maybe...I need to finish my glider with thermals winds and ridge updrafts .
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 26, 2020, 09:48:22 am
set up a  combat action with several tanks and flaks  !   =D

(https://i.postimg.cc/h48YZp7v/tank-battle.jpg) (https://postimg.cc/LhXvnkDF)

(https://i.postimg.cc/gJsv8Xnz/combat2.jpg) (https://postimg.cc/JDyDWhNv)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: aWac9 on May 31, 2020, 10:43:27 am
Hopefully over time it will be possible to operate keypads and information inside that beautiful tank.
a question:
when i press w to advance the tank as soon as it advances ,, it is as if I had the brake on .. is there something like this brakes etc .. ??

https://youtu.be/0hS0xj5KXP0

projectiles have no impact either, only smoke comes out of the barrel but does not impact with anything

https://youtu.be/EmH5WdjhXjs

Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 31, 2020, 02:01:53 pm
- for "not moving" : you got parking brake on ! (maybe you accidentally pressed X or Z) ..make sure that you have reset all key associactions to "default" in the outerra controls menu

- for "missing impact" :  you seem to get some red message on the bottom of the screen...it seem it is not finding something ...maybe the ammunition   =D ! Its the missile3 file that goes into Antworld/packages/outerra... also needs the flare file and the bullet file all placed into Antworld/packages/outerra

did you install all the files , including the plugin ...and in the right places ?  (can you post or send me the "eng log " file)

- finally of course when you press ENTER to exit the tank it will no longer shoot its bullets..you're effectively out of the tank

Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: aWac9 on May 31, 2020, 02:29:13 pm
indeed  :facepalm:..... all those files were in Anteworld (C) package, I cut them and put them in the / outerra (C) folder :D ... and everything ok
thank you ... i am ready for war.
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 31, 2020, 02:50:06 pm
👍  Try out also assemble some "distructable buildings" ...maybe an airport control tower   ;)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: aWac9 on May 31, 2020, 03:40:03 pm
Fly77.....We will choose something more dangerous than simple buildings .. attentive, first adventure.

It's my first hands-on ballistic fire class in the M1 Abrams modeled by fly77.
At the bottom of the image there is an enormous amount of information, distance, degree, wind, etc. that we need for an accurate shot ...
For the first practice I have chosen Chad, near Bitkine, next to the Boukouyou mountains, it is a dangerous area, and here you have to be careful, slip and you're already in hell. So I will sneak up on the target and try not to miss the shot, they are two dangerous targets and I will keep a safe distance.
Well let's do it ,, luck and even the tail everything is bull.

https://youtu.be/8_7Hlk-TMbg
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on May 31, 2020, 04:44:27 pm
well done !  :))
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: aWac9 on May 31, 2020, 05:14:44 pm
they have not given me medals  ;( ..... but I have chosen an award
use the translator ... and you will learn how to grill a cutlet.
they are the teachers and they exported it.
Basque ribeye.

https://youtu.be/EZcW3IAyaMg
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: aWac9 on June 11, 2020, 08:52:03 am
https://youtu.be/pOtBb3N23nU

https://youtu.be/Qu6EZOtwN5Y
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on June 11, 2020, 09:39:09 am
Looks easier and more exciting in outerra :))
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: murkz on January 07, 2021, 09:38:51 am
Hi fly,

I get an error when trying to load the M1, I am sure I followed the install instructions and have attached my eng.log
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on January 07, 2021, 12:28:46 pm
Hi fly,

I get an error when trying to load the M1, I am sure I followed the install instructions and have attached my eng.log

yes you did everything right. I need to upload the new files since outerra version has changed. Give me a day or so to test that everything works before uploading them. I will post a notice here when its ready again for download.
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: murkz on January 07, 2021, 04:04:00 pm
Thank you fly!
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on January 07, 2021, 04:22:28 pm
You're welcome..actually it allowed me to finally solve a number of problems...like adding a target-cross visible also in external view so that you can aim at targets also when in external view. Now remains only a bugfix with "destructible buildings"

(https://i.postimg.cc/qqhMN5xB/targeting.jpg) (https://postimg.cc/wRzdPFrn)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on January 09, 2021, 11:09:03 am
Allmost ready ..upgraded the tank icon (left-bottom of screen) which indicates the heading of the tank, the heading of gun, it has blinking symbols that indicate the tank state (driving direction, reverse drive, parked, gun autolevelling) so that you don't need keep the bottom menu on. Also target cross in external view has several colors depending on target point (red if target is terrain, yellow if target is object  , blinking blue if target is too near to the tank  (<100m) where the indications given by the cross are unreliable )

(https://i.postimg.cc/hhWnbVNm/ok.jpg) (https://postimg.cc/K3NCm3Gc)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: murkz on January 09, 2021, 11:27:03 am
Excellent :)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on January 09, 2021, 04:13:05 pm
As promised I here finally release the repair and upgrade of the abrams tank for the new (64bit) outerra version.
besides making it again functional I added a very useful external view targeting cross.


Download the new mod from here:
https://www.dropbox.com/sh/33fnm8rbf2s4t3o/AACpdUlWtOlnMpHN-1mNSMoia?dl=0


https://youtu.be/LZqNqCJW6fA

The download contains:
The tank mod otx file  abrams-tank-2021-upgrade.otx
The plugin file  fly77_plugin.dll
Four folders: "fly77", "outerra", "marco" , "evaporable"


Important note:
before installing verify wether you have installed any of my previous versions of the tank or not and in case uninstall them (steps 1 below) to avoid any problems with the tank installation.
Note: if you skip the steps in 1) the new installation should still work but it potentially contributes to generate confusion, especially if you try to use distructible buildings.
Plus in case something goes wrong it will be harder to find the cause as you will have both new and old versions of some stuff.


So if you have any of my previous abrams tank versions installed (recognizable by its fly77 icon in the F3 menu) proceed as follows

1) remove my old version files of the fly77 abrams tank
to do so:
- remove  global_variables_plugin.dll form  the Anteworld/plugin folder in case you have it
(its my previous version of my plugin so don't worry ..you can safely remove it, you won't remove any outerra system files)
if you have them
- remove box1x1 , box2x1 , box4x1, box8x1 , wall , window  from   Anteworld/packages/outerra folder
- remove box-set , wall , window from  Anteworld/packages/marco/box-set 
- remove abrams_m1a2_fly77, box-set , wall , window from  ..userfolder../Outerra/packages/fly77



2) install the new version as follows:
copy fly77_plugin.dll into Anteworld/plugin folder
copy paste (and in case, accept overwrite) missile3, flare , bullet , box1x1 , box2x1 ,  box4x1 , box8x1 , wall, window into   Anteworld/packages/outerra folder 
(its my previous version so don't worry ..you can safely overwrite  it)
copy paste box1x1 , box2x1 , box4x1 , box8x1 , wall, window  into  Anteworld/packages/marco folder
copy paste box1x1 , box2x1 , box4x1 , box8x1 , wall, window  into  user  ..userfolder../Outerra/packages/fly77 folder
copy paste (and in case accept overwrite) into Anteworld/packages/evaporable (its my previous version so don't worry ..you can safely overwrite  it)


3) click on self-installing   abrams-tank-2021-upgrade.otx


4) Final step : One more key is used in this upgrade, used to show/hide the tank icon in left-bottom of the screen. To set up this key:
in outerra keybinding menu (F12) search for "approach"  and associate "U" key  to air/Autopilot/approach


The abrams tank control keys can be found at the beginning of the post, as well as instruction of how to use the gunsight for targeting. In any case they are available ingame by pressing shift+K (help)
(see the videos)


This new upgrade adds an "external targeting cross" for aiming when in external view mode. Its use is explained in the above video.
For instructions of how to use the internal view precision gunsight (as well as destructible buildings ) see the videos at the beginning of the post.
The external view targeting cross  has several colors depending on target point (red if target is terrain, yellow if target is object  ,
blinking blue if target is too near to the tank (<100m) since in these conditions the target cross position for yet unknown reasons is unreliable.


Also there is now a new very schematic tank icon in the left bottom of the screen , showing the tank body as a blue triangle which points in the driving direction, as well as the gun direction.
In case reverse driving is active a red line blinks at the back of the triangle
In case of parking break red lines on the left and right side of the triangle blink
In case the gun autolevel is off a white edge blinks on the gunline...for playing its best to keep gun autolevel always on (press P key)



Important note: to get familiar with the tank controls I suggest you to keep open the key-help menu (shift+K) which in addition to key help also displays important info on ammunition, tank state and targets.
You can hide it by pressing shift+K again. Similarly I warmly suggest you to keep visible the tank icon in the left bottom corner, especially while playing. So be sure taht you
have successfully associated the "U" key to the keybindings as described above.


To set up destructible buildings in the scenery editor (F7) under assets search for box or wall or window
There should be box folders of type box1x1 box2x1 box4x1 and box8x1  they come in three varieties with different icons...a "fly77" icon, a "marco" icon and "active" icon.
To build the building use the "fly77" version only. The others are used by the tank mod and are generated automatically as temporary objects.
Similarly when searching for "wall" and "window" under assets they come with three icons...again use only the ones with "fly77" icon to build the scenery.

Note: i didn't manage to completely fix a bug in the destructible building so when shooting at such buildings eventually more parts will be generated than initially present.
However most of the times it is not that noticeable and everything will be reset to normal when restarting outerra.



Enjoy !

For any problems don't hesitate to report them.




Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on January 10, 2021, 03:28:33 am
blowing up stuff is addictive....so is constructing stuff  =D

(https://i.postimg.cc/gjhMZ2QS/base.jpg) (https://postimg.cc/LgHBd2HL)

(https://i.postimg.cc/FFkCqTzy/base2.jpg) (https://postimg.cc/8sDbfBhc)

(https://i.postimg.cc/nc8Stq96/work.jpg) (https://postimg.cc/kDcvQ6cc)

(https://i.postimg.cc/284cj343/work2.jpg) (https://postimg.cc/Ln8BN9QM)

(https://i.postimg.cc/Vkm7J1Rg/finish.jpg) (https://postimg.cc/WhYmyBxq)

(https://i.postimg.cc/hts2xwZB/couch.jpg) (https://postimg.cc/pm9QM0tG)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on January 10, 2021, 03:35:48 am
......and blowing it up again   =D  =D =D

(https://i.postimg.cc/sXQmk2jj/blow1.jpg) (https://postimg.cc/r0T5WMR3)

(https://i.postimg.cc/NGR7mSLz/blow2.jpg) (https://postimg.cc/Z0Kdhf88)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: murkz on January 10, 2021, 04:18:27 am
Thank you fly, I sadly get an error and Outerra will not start. I am sure I followed the steps correctly, as before here is my log.
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on January 10, 2021, 04:48:30 am
Seems you have several types of errors:
Cannot find geometry name "box2x1" (D:/Outerra/Anteworld/packages/marco/box-set/box2x1.objdef)
8:40:19.837 WARNING: [metastream] marco/box-set/box4x1.objdef:8 : warning: obsolete variable 'strict'
8:40:19.837 ERROR: Cannot find geometry name "box4x1" (D:/Outerra/Anteworld/packages/marco/box-set/box4x1.objdef)

These errors related to marco/box-set/  are because you previoulsy had created some scenery with my box-set elements and now that you deleted it it gives an error..it should however not lead to an outerra crash

Then there are errors which seem to indicate that you have some of your own mods missing , that probably you used in the past to build some scenery and now are no longer in your C:/ProgramData/Outerra/packages/murkz/  folder

The easy way to fix all these (if you don't mind loosing custom sceneries you have set up ) is to delete the scenery cache file
C:/ProgramData/Outerra/cache
before deleting it back it up.

The longer way is to find all those mods and put them back into the folders they are supposed to be like indicated in the eng.log

It seems that you have not yet spawned the tank as i can't see any indication in the log...
its strange though that outerra crashes.And the tank seems not the cause for it as you didn't spawn it.

if the crash generates a crash report (crash report pop up window) you can send it to the developers


 ERROR: Cannot find geometry name "SketchUp" (C:/ProgramData/Outerra/packages/murkz/church/SketchUp.objdef)
8:40:20.676 ERROR: Cannot find geometry name "house_001" (C:/ProgramData/Outerra/packages/murkz/house1/house_001.objdef)
8:40:20.678 ERROR: Cannot find geometry name "Group_001" (C:/ProgramData/Outerra/packages/murkz/house2/Group_001.objdef)
8:40:20.679 ERROR: Cannot find geometry name "house_4_low" (C:/ProgramData/Outerra/packages/murkz/house4 low/house_4_low.objdef)
8:40:20.687 ERROR: Cannot find geometry name "trunk_001" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_001.objdef)
8:40:20.687 ERROR: Cannot find geometry name "trunk_002" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_002.objdef)
8:40:20.687 ERROR: Cannot find geometry name "trunk_003" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_003.objdef)
8:40:20.687 ERROR: Cannot find geometry name "trunk_004" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_004.objdef)
8:40:20.687 ERROR: Cannot find geometry name "trunk_005" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_005.objdef)
8:40:20.687 ERROR: Cannot find geometry name "trunk_006" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_006.objdef)
8:40:20.688 ERROR: Cannot find geometry name "trunk_007" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_007.objdef)
8:40:20.688 ERROR: Cannot find geometry name "trunk_008" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_008.objdef)
8:40:20.688 ERROR: Cannot find geometry name "trunk_009" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_009.objdef)
8:40:20.688 ERROR: Cannot find geometry name "trunk_010" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_010.objdef)
8:40:20.688 ERROR: Cannot find geometry name "trunk_012" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_012.objdef)
8:40:20.688 ERROR: Cannot find geometry name "trunk_013" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_013.objdef)
8:40:20.688 ERROR: Cannot find geometry name "trunk_014" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_014.objdef)
8:40:20.688 ERROR: Cannot find geometry name "trunk_015" (C:/ProgramData/Outerra/packages/murkz/log_pile/trunk_015.objdef)
8:40:20.694 ERROR: Cannot find geometry name "Layer_PCYLINDER42" (C:/ProgramData/Outerra/packages/murkz/panther g/Layer_PCYLINDER42.objdef)
8:40:20.694 ERROR: Cannot find geometry name "Layer_PCYLINDER43" (C:/ProgramData/Outerra/packages/murkz/panther g/Layer_PCYLINDER43.objdef)
8:40:20.694 ERROR: Cannot find geometry name "Object02" (C:/ProgramData/Outerra/packages/murkz/panther g/Object02.objdef)
8:40:20.694 ERROR: Cannot find geometry name "Panther_G001" (C:/ProgramData/Outerra/packages/murkz/panther g/Panther_G001.objdef)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: murkz on January 10, 2021, 05:00:37 am
Sorry to have wasted your time, it was my old stuff that I put back into Outerra. Nothing to do with your Abrams tank and thank you for the update.
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on April 05, 2021, 02:48:13 am
It is my pleasure to release an upgraded version of my tank mod and destructible builings.
It comes as simple one-click otx self-installing otx pack file plus the last version of my fly77plugin.


the pack features:
- the abrams tank
- a random procedural destructible building generator
- an animated target marker


download the mod from here:
https://drive.google.com/drive/folders/19wnCWk0T7aSh-TBo0dFu5FlBteZ-FcPW?usp=sharing


installation:
1) click on the self-installing abrams-tank-pack-2021.otx file
2) drop the fly77_plugin.dll file into Anteworld/packages/plugins folder



Enjoy !


https://youtu.be/_If_AffCj90
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: Jagerbomber on April 05, 2021, 02:59:43 am
Classic Outerra* music.  :))
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on April 05, 2021, 03:38:31 am
 :))
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on April 05, 2021, 04:45:26 am
note: you can drag/drop/copy/combine/nest/edit the houses in the editor to create door openings, rooms, etc..Decorate with my different tiles and any furniture you have available ! Also you can add my active lightbulbs and Allymotor's japanese lamp...waiting for more furniture to come  ;) 

(https://i.postimg.cc/ncKP7td8/rooms.jpg) (https://postimg.cc/ZCRHtXtj)

(https://i.postimg.cc/vmCzkPPL/illuminate.jpg) (https://postimg.cc/GBJGsjnH)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: PytonPago on April 10, 2021, 09:39:10 am
As for the tank gun controlls, I remembered the WHS mod for ARMA3 had a really well done T72B1 gun sighting made. Not sure how many will understand, but the premise ( and it was based on the real thing workings ), there is a red circle, witch indicated the rangefinder laser pos. You would "rad" the target with it to get the distance and the up/down movable gunsight would automatically set its balistics-corrected position on the sight for proper aiming. It also has different profiles for all the munition that is available, so none Is hitting the same and were corrected to aviable data on them to be realistic. Its a oldschool sight and its friendly to be used without the balistic computer and power if necessary  .... Abramses have a much more smarter sight, so they do also on the fly correction to windage at the same time ... also using LCDs so the whole setting textures of the crosshairs didnt have to be a thing ... so making a special overlay for external view ( lets say set an inch before the real sight position on the Abrams , looking like the real deals on-screen would for the gunner ) and as the sight doesn have to move crosshaisr around for this tech spiked traccked box boy, it would just be static on the target, get the data and corrections right and fire pecisely.  ... doe, would need a way to get the rangefinder working. I did see TitanIM had that working well for their guided weapon sighting system sim so, Im sure its already a possible thing.

The russian arma boi sight for refference :
https://www.youtube.com/watch?v=6RbTTajrU3U (https://www.youtube.com/watch?v=6RbTTajrU3U)

Some Abrams Thermal action :
https://www.youtube.com/watch?v=V-gYBxHPO_Y (https://www.youtube.com/watch?v=V-gYBxHPO_Y)

https://www.youtube.com/watch?v=Qu6EZOtwN5Y (https://www.youtube.com/watch?v=Qu6EZOtwN5Y)


P.S.: Damn, those destructable buildings give me some old ideas back in my head, it was basically one of the ideas with the old soviet style, generated buildings. As they are "panneled", those pannels could have a few destroyed state models for both static and physics usable debree replacing the correct pannels from the original generated building. ( plus some simple static test, that ould collapse the upper floors if much space in a hi-rise would be destroyed ) Idea was also, that it could have an "fire" simulation. Based on ammount and type of furniture, it would "smoke" the rooms of an appartment one by one ( setting time of burning also on the variables of numbers and types of furniture ), or "jump" over to nearest appartments, where the walls were destroyed between them, replacing the interrior to have a "burned" texture swap after the fire done its job. Its a lot of work on the modelling and texturing part tho.

(https://external-content.duckduckgo.com/iu/?u=http%3A%2F%2Fi.imgur.com%2FtDHUV9R.jpg&f=1&nofb=1)

 But the design of the piecess of the building would allow to make further developement, for piecess of the building be toppled. Simply taking the generated part of the layout that should "topple", replace all the parts with destroyed pannels to form it and spawn them in a "glued" batch as an physical object, that would fall off. 

(https://i.pinimg.com/originals/91/06/70/910670dde15c7a4fb164008e8c54d5d9.jpg)
Title: Re: Abrams tank upgrade, destructible buildings and explosions (release)
Post by: fly77 on April 10, 2021, 11:07:06 am
about gunsights I always struggle to understand how they work in real life and also I have some difficulty in programming gunsights. I tried many times but it never worked out right. ..that's why I settled for the simplest solution, which still includes however ballistics , but at a level of a nobrainer, focussing on having fun rather than simulating the exact real thing.

I am impressed how similar my modular buildings look to those soviet panneled buildings, even when destroyed. Of course I could add "destroyed meshes" to the default elements and show hide selected ones as needed, but as you say its a lot of modelling/texturing work..which I am really bad at...as long as its a simple box I can achieve it...but more than that its too hard for me.  =|
The main problem I have is that there is no static collapse in my buildings once the lower elements tumble the upper ones stay intact, floating in the air.
I tried to see what happens when a lot of elements tumble all at once, and the result is very bad : as could be expected the framerate freezes ! So we cannot simulate tumbling of more than a dozen or so elements at a time. Grouping of elements also is difficult as it would require a lot of different "grouped element 3D models" ...while joining prespawned elements I think will not solve the fps problem as they are still separate elements to be rendered and physics computed. Titan-IM solved it I think by making shift highrise buildings down into the ground like 911 collapse....which looks very comic-style and not at all realistic..or they just hide upper elements. The latter solution seems the more reasonable, but it still requires indexing all elements in an ordered manner from bottom to top, keep track somehow of that indexing, and finally an algoritm that decides exactly which ones to hide. With enough thought the latter eventually could be figured out.