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Outerra Tech Demo download. Help with graphics driver issues

Pages: 1 ... 8 9 [10]
 on: November 28, 2018, 02:18:25 pm 
Started by aWac9 - Last post by fly77
Thank you aWac9 for remembering us that levy had solved the problem allready. This makes me confident that now that I have learned a lot on outerra commands I can find it. In fact because you remembered me that a solution exists I just now had a look once more at the https://github.com/Outerra  documentation and I have seens some  very interesting commands to make a fly-by and a ground camera. I hope to come back soon with good results. Unfortunately it seems not
to have been used by anyone else, which is a pity as fly-by camera indeed is very nice when filming planes, especially when placed on the ground.
I also have found a workaround solution for a fly-by camera (not yet for a ground camera) which works reasonably well, but admittedly needs improvement.
Allthough sometimes it can be shaky and sometimes behaves unexpectedly it can give some nice views easily and fast !  while remaining at the commands of the plane
Here is a video for the Cessna and one for mig29 camera mods.

Here is the download link for the otx file of my  mig29 camera mod with fly-by camera and some other new cameras included. The plane will appear in the aircraft menu as "fly77/mig29flyby/mig29"
Once spawned press "v" repeatedly until you come accross the fly-by camera.


Here is the original post explaining which lines of code to add to the javascript of any airplane to add such a fly-by camera.


 on: November 28, 2018, 01:51:09 pm 
Started by fly77 - Last post by patmarrnc
while you're at it... there is a lantern inside the log cabin I posted.  It was my plan to make it light up eventually, but I've been away from Outerra long enough now that I can't get my head back in the groove.

 on: November 28, 2018, 01:24:59 pm 
Started by fly77 - Last post by fly77
Hi KW71. In fact i tried that but for the moment gave up because I could't manage to place a vehicle that supports a row of poles of say 4 or 6 streetlamps  all at the right height with respect to their local terrain level. Indeed as their positions are rigidly linked to the "base" vehicle their height above terrain depends also on the heading pitch and roll of the "base vehicle" and of course on the terrain and the farther you go from the base point the more difficult it is to keep all lamps at the correct height unless the terrain is perfectly level - which of course is the case in planes but not in mountains or hills even small ones. As in the end I found it is relatively fast to run from one lamp to the other to switch it on for the moment I am satisfied also because using individual lamps keeps things simple. Eventually it is computationally more intensive as more instances of lamps need to be placed, i guess. Anyway maybe I can still make a row of lamps controlled from a single "base vehicle" by using the move_joints command attaching bones to the lamp meshes and by probing the terrain level under the lamps...which I know how to do ..then adjust the individual lamp heights as needed. I'll give it a try when I have time. Thanks for keeping my interest alive on this aspect which I had for the moment set aside.

 on: November 28, 2018, 11:07:18 am 
Started by fly77 - Last post by KW71
Hi, fly77!
For the time being, if you still want to have some fun, you could create models with different amount of lamps: 1, 2, 4, 8, 16... and the script to activate all the lamps on the model at once...

 on: November 28, 2018, 10:56:09 am 
Started by aWac9 - Last post by aWac9
hola Fly77... No, hago un vuelo libre y luego lo sigo con la cámara. Sé que lo que dices se puede hacer y al único que se lo he visto es a levy,. Supongo que Cameni también sabrá como hacerlo ya que es la cámara de pasada del avión muy utilizada en los juegos de simulación donde el jugador tiene el control de los mandos.

a lo mejor Levi puede ayudarnos,, a mi me encantaría hacerlo ya que me ahorraría mucho tiempo e intentos.

 on: November 28, 2018, 07:25:55 am 
Started by fly77 - Last post by fly77
Thanks cameni. In fact I was already abandonding the idea as for the moment it is good enough to enjoy outerra villages by night by placing manually streetlamps in the editor as vehicles and lighting them one by one passing by each of them entering and exiting each "vehicle"-streetlamp. So I am waiting for the new update of outerra including also active streetlamps..which i found contribute a lot to enjoy outerra by night. Thanks once again and keep on your great work! Outerra is fantastic!

 on: November 28, 2018, 06:26:41 am 
Started by fly77 - Last post by cameni
The resolution gets gradually worse the farther you are, and that applies to the query API as well, unless you perform some asynchronous terrain data requests ... it can get ugly.

Besides, new road format will allow enabling "features" generated along the roads, such as guard rails, poles, lamps etc, which will be able to place them precisely (and automatically).

 on: November 28, 2018, 05:55:37 am 
Started by fly77 - Last post by fly77
I was thinking about a way to place my streetlamps automatically along roads by spawning a single "vehicle" in some place which then probes the terrain around to place multiple streetlamp meshes along roads nearby so that all can be lit by spawning a single instance of streetlamp

 on: November 28, 2018, 05:23:28 am 
Started by fly77 - Last post by cameni
It's possible, but it's undocumented because we don't want to support that mode of access for mods, but rather to make some kind of a sensor API that can be better controlled and used in future game/sim modes.

What's the intended use for it?

 on: November 28, 2018, 05:14:36 am 
Started by fly77 - Last post by fly77
Is it possible for us to access/use these"internal" apis? In case where can i find them?

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