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Outerra Tech Demo download. Help with graphics driver issues

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 on: November 23, 2017, 02:36:23 pm 
Started by Bob425 - Last post by Bob425
Once again I owe you my thanks, Andfly.
I seem to be getting there, my watercraft now floats on it's waterline, I have propulsion and steering ( I can actually go places!!!), it still bobs up and down quite a bit, but that can be worked on in the short future.
I am more used to using VSF  for my sailing, and Anteworld is completely different, both sims however, have their good points, If only it were possible to merge the two!!!

regards, Bob.

 on: November 23, 2017, 02:19:50 pm 
Started by patmarrnc - Last post by andfly
I have never built terrestrial models with wheels ...

I can help you a little with what I know.

- It is not influential from an DAE or FBX model, just use the appropriate importer (they are both available by accessing the "object" menu)

- It is essential, however, to define "bone" the mesh that you want to animate: in your case the wheels.
For this reason (in the FBX importer) you must highlight the wheels mesh and click on the "convert to bone" box; the color will change from blue to orange.

- You do not need to equip the model with an Armature, it is only useful when you want to create an animation in which the mesh are "drawn" and "deformed" with the movement. In the case of wheels, axles, doors, etc., which keep their shape in motion, the Armature would be superfluous.

- Wheel parameters must be defined in the "init_chassis" function (wheelparam ... this.add_weel ...) as explained in the WIKI or as you can see in other Outerra vehicles scripts.

- I think it is also important to define the mass to give the vehicle physics a non-null parameter to act on the engine's strength. (in "init_chassis" -> return {mass: "Kg"}).

- The "update_frame" function must have the parameters (engine, brake, steering), which are the return values ​​necessary for the movement, braking and steering of the vehicle.

- Pressing "ALT - E" to edit the script is only effective with the model in action (it does not work if you are accessing the Anteworld menu).

The commands essential to movement are few and simple:

engine * = xxx; -> it is necessary to increase the "engine" value to transmit an effective thrust force (test between 50 and 5000)

this.wheel_force (-1, engine); -> transmits engine power to the wheels.

this.wheel_brake (-1, brake); -> transmits the brake effect to the wheels.

steering * = 0.6;
this.steer (0, steering);
this.steer (1, steering);
these lines serve to transmit the steering effect to the front wheels (the first two of the "this.add_wheel" commands)

this.animate_wheels (); -> if you want the wheels to rotate with the movement.

Maybe it's not all here,  but ... I do not remember anything else.

I hope to be proved helpful.

 on: November 23, 2017, 12:06:50 pm 
Started by patmarrnc - Last post by patmarrnc
Apologies for having so many questions. I am retired and able to spend all day reading the wiki and watching videos, so it isn't as though I'm looking to be spoon fed. After investing most of the past week digging for information and trying to wrap my brain around the task of creating a vehicle, I'm still missing something.

Most of the videos start with an existing DAE model, then show how to import it and add a script.  The process is a little different for FBX, so I'm not sure whether I'm failing because I'm not importing it correctly, or if its because the model isn't created correctly.

Does the model need to be rigged? Or is it enough to have the wheels and steering wheel as separate entities that can be referenced by name in the script?

I created a primitive test car consisting of nothing but a blocky chassis, 4 wheels (named wheel_FL, wheel_FR, wheel_RR and wheel_RL  (because that's how they were named in the test script provided in the WIKI). No bones (might that be the problem? if so, any pointers on how bones should be applied to the wheels? )

I can get the car imported and showing up in the LAND options, but when I spawn it, game over. No response to the assigned script. Engine won't start. ALT E doesn't open up a script window

Any help, suggestions or links to more information are greatly appreciated.

(I'm looking for the most simple example. You guys are blowing my mind with examples of models with multiple moving parts and arrays of living creatures!)

 on: November 23, 2017, 11:57:18 am 
Started by aWac9 - Last post by aWac9
Tengo la impresión de que la próxima actualización de OT traerá grandes avances...  ::) ,, podría ser cosas de la navidad,, no lo sé.
mientras esperamos,,, creo que va siendo hora de ponernos algo más tensos,,,
Una de tensión. 8)
Apuntes musicales - Musical notes
"Different Corner" Una esquina diferente
George Michael

shark outerra

 on: November 23, 2017, 11:41:02 am 
Started by Bob425 - Last post by patmarrnc
yes, once again thanks to Andfly for graciously providing help to others! I wasn't far enough in my learning curve to be looking for that answer yet, but now it's logged where I can find it when I'm ready...

 on: November 23, 2017, 11:18:43 am 
Started by Bob425 - Last post by andfly
At this point you should be ready for the most enjoyable part ...
Begin to go into the command file editing to change boat parameters and adapt them to your boat size!

Open your javascript file with an editor (there are many on the web, completely free, such as FreeJavaScript [http://www.yaldex.com/Free_JavaScript_Editor.htm] and PSPad [http://www.pspad.com/] ).

The program line: "return {mass: ..." can be edited and completed with the parameters that you can find here:

The program line: "this.extra_force ..." , indicates the forces that apply to the boat.
In direction "y", the push force is applied forward and is proportional to the "engine" (activated with the "W" key).
In the direction "x" the lateral forces to bend the trajectory, proportional to "steering" (activated with the "A" and "D" keys).
In the direction "z" ... for the moment: nothing!
This is the high-low axis and your boat does not think it's submersible and not even a plane !!!

In this section of the Outerra WIKI:
you can find a large number of possible commands to greatly expand your animation and interaction with your boat.

Maybe it will not be easy, especially at the beginning (like all things), but if you can get results, the passion for Outerra should not abandon you and you could create very beautiful things!

Good fun!!!

 on: November 23, 2017, 07:13:38 am 
Started by Bob425 - Last post by Bob425
Many thanks, that worked a treat!!
Now I must work out how to set it lower in the water, and make it more stable, for the Loyal Class tender is somewhat larger than the coastguard cutter.
Thanks again, simple when you know how.

 on: November 23, 2017, 04:48:31 am 
Started by andfly - Last post by andfly
 :) :) :)

 on: November 23, 2017, 04:44:22 am 
Started by Bob425 - Last post by andfly
The simplest instant method:

In the "Outerra / Anteworld / packages / outerra / us_costguard" folder, there is the command file "us_costguard.js".
Copy this file to your model folder by renaming it: "your_model.js".
("your_model" must be the name of your boat as it was imported in outerra ... it should be the same file name ".pkg" and the folder itself).
Open the ".objdef" file of your model with notepad.
In the definition of "physics" write: "watercraft".
In the "script" definition, write the name of your ".js" file (your_model.js).
In the "description" type the wording you want to make when you choose your model.

That's all !

Your Fleet Tender now sail.   :)

 on: November 23, 2017, 03:33:48 am 
Started by Bob425 - Last post by Bob425
Are there any tutorials on how to convert a static model of a boat into one that will sail?

I have imported a Loyal Class Fleet Tender using the fbx importer, and would like to make it sailable.

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