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Outerra Tech Demo download. Help with graphics driver issues

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 on: September 06, 2019, 01:36:23 am 
Started by Avi - Last post by cameni
Hm, maybe the trees are turned off in world.cfg? Turning off the forest dataset means it will use a vegetation-based tree cover instead of forest data, but there is a separate config value trees = true.

 on: September 05, 2019, 09:28:58 pm 
Started by Avi - Last post by Avi
Yes there is that folder there. What should I do?

 on: September 04, 2019, 04:25:35 pm 
Started by fly77 - Last post by fly77
hmm..probably easiest way is to use canvas API and set the cross just in the middle of the screen and attach the fps camera to the gun.

 on: September 03, 2019, 06:32:23 pm 
Started by aWac9 - Last post by aWac9
La Laguna del Laja - Chile

 on: September 02, 2019, 10:10:22 pm 
Started by aWac9 - Last post by aWac9
Parque Nacional Torres de Paine Chile

 on: September 02, 2019, 12:02:57 pm 
Started by aWac9 - Last post by aWac9
In the southernmost southern cone of South America, there are important lakes that are not yet in Outerra.
I think it's a known error but I add it as a reminder in future updates. Thank you.

  Argentino Lake (Southern Patagonia)
Lago Argentino -Patagonia Austral by , en Flickr

Sarmiento de Gamboa Lake - Chile

 on: September 01, 2019, 07:05:33 am 
Started by fly77 - Last post by fly77
I managed to attach a gunsight to the abrams gun using sketch API.
Unfortunately I couldn't do it the straigthforward way. First I tried to attach the sketch to the muzzle. I tried as below but the sketch doesn't move with the muzzle, whatever I use as arguments in  this.geometry.get_joint_local_pos or this.geometry.get_joint_model_pos
I also tried to attach a 3D gunsight geometry to the muzzle.
this.geometry.attach_geom( "outerra/gunsight/gunsight",'muzzle', {x:0,y:0.1,z:0}, unitquat);
I indeed can attach it as needed but as I zoom adjusting this.set_fps_camera_fov(fov_cockpit_zoom)
of course the 3D model gets viewed too big (no more hairline but big rods) and obstructs the view. So I discarded also this solution.

Code: [Select]
  var muzzle_pos = this.geometry.get_joint_local_pos(this.muzzle_id);
    // var muzzle_pos = this.geometry.get_joint_model_pos('muzzle');
     $sketch.set_position ({x:muzzle_pos.x ,y:muzzle_pos.y+1,  z:muzzle_pos.z});
     $sketch.draw_line({x:muzzle_pos.x,     y:muzzle_pos.y+1,  z:muzzle_pos.z},true);
     $sketch.draw_line({x:muzzle_pos.x+2, y:muzzle_pos.y+1 , z:muzzle_pos.z});
     $sketch.draw_line({x:muzzle_pos.x-2,  y:muzzle_pos.y+1,  z:muzzle_pos.z});
     $sketch.draw_line({x:muzzle_pos.x,     y:muzzle_pos.y+1,  z:muzzle_pos.z},true);
     $sketch.draw_line({x:muzzle_pos.x,     y:muzzle_pos.y+1,  z:muzzle_pos.z+2});
     $sketch.draw_line({x:muzzle_pos.x,     y:muzzle_pos.y+1,  z:muzzle_pos.z-2});

So a workaround that I found to make it work for the moment is to set the "draw origin" to  sketch.set_position(raytest impact point)
That is draw a scaled gunsight at the impact point so that I am sure to point at the impact point.  Viewed from the tank it looks as if it were part of the tank anyway. Another way is to sketch.set_position(raytest some point along the ray) eventually close to the muzzle.

In the first case I need to set x-ray mode on $sketch.set_xray_mode(true) since the lines will typically intersect with either terrain or objects;
I have noticed that any segment of line inisde an object or terrain is always white and so often hard to see...
(see image)

I managed to change the color of the segment that is "not inside any object or terrain" by
but the segment that is inside an object or inside terrain (x-ray) is always white.
Is it possible to change this "x-ray color ?" or is it supposed to be white ?

 on: August 31, 2019, 03:39:41 pm 
Started by aWac9 - Last post by aWac9


 on: August 29, 2019, 12:55:53 pm 
Started by aWac9 - Last post by aWac9

 on: August 28, 2019, 01:15:21 pm 
Started by fly77 - Last post by fly77
Thank you. Indeed it works by deleting the group.

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