Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Outerra Tech Demo download. Help with graphics driver issues

Pages: 1 2 3 [4] 5 6 7

Author Topic: Aircraft Addon - Shavrov Sh-2  (Read 67099 times)

deathevor

  • Sr. Member
  • ****
  • Posts: 265
  • User
    • Sk-Films
Re: Aircraft Addon - Shavrov Sh-2
« Reply #45 on: October 13, 2012, 11:04:05 pm »

If you use 3D max - use Shell modifier.



However it might create unnecessary polygons.

Actually does the Outerra can support double sided textures?
« Last Edit: October 14, 2012, 09:43:26 am by deathevor »
Logged
VFx Artist/Supervisor, Private Pilot - www.sk-films.com

ddenn

  • Sr. Member
  • ****
  • Posts: 374
Re: Aircraft Addon - Shavrov Sh-2
« Reply #46 on: October 14, 2012, 02:47:33 pm »

Actually does the Outerra can support double sided textures?
No, not yet
Logged
i7 3930K 3.50 (3.80) Ghz, 32Gb RAM, GTX980 4 Gb VRAM, Windows 7 64-bit

About Outerra in Russian

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Aircraft Addon - Shavrov Sh-2
« Reply #47 on: October 14, 2012, 03:15:07 pm »

The double-sided material is usually needed for a few polygons and can cause light leaking, so i see no reason to support it and it can be easily replaced by duplicated polygons and flipped normals. There are special cases where double-sided material is important, like a foliage geometry but this will be handled by our tree generator.
Logged

Steve.Wilson

  • Full Member
  • ***
  • Posts: 176
  • Home Cockpit Builder
Re: Aircraft Addon - Shavrov Sh-2
« Reply #48 on: October 15, 2012, 10:00:59 pm »

Fill rate for extra polygons is faster than changing the render mode from single sided to two sided and back again.  It's an option, but by leaving it out FPS is preserved, rather than endangered, by having to model both sides of a polygon, so to speak.  X-Plane is two-sided polygon tolerant, but the devs advise against it for just the reason I've mentioned here.
Logged

ddenn

  • Sr. Member
  • ****
  • Posts: 374
Re: Aircraft Addon - Shavrov Sh-2
« Reply #49 on: October 16, 2012, 07:58:43 am »

Update 16.10.2012, version 0.5.3:
- Changed propeller characteristics
- Changed flight model, added more drag. (CG point is still somewhere at wheels height)
- Minor 3d model bug fixes

DOWNLOAD (~5mb)
To install unpack the archive to your /Anteworld/ directory.
Logged
i7 3930K 3.50 (3.80) Ghz, 32Gb RAM, GTX980 4 Gb VRAM, Windows 7 64-bit

About Outerra in Russian

deathevor

  • Sr. Member
  • ****
  • Posts: 265
  • User
    • Sk-Films
Re: Aircraft Addon - Shavrov Sh-2
« Reply #50 on: October 17, 2012, 03:40:14 pm »


this.set_fps_camera_pos(
    geom.get_joint_local_pos(geom.get_joint('ochki')));
}

Is there another way to position camera relatively to objects pivot?
Or add other camera than Fps?

And where are deafault camera positions stored?

Logged
VFx Artist/Supervisor, Private Pilot - www.sk-films.com

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Aircraft Addon - Shavrov Sh-2
« Reply #51 on: October 17, 2012, 03:50:50 pm »

Default camera position is { x:-0.25, y:-0.2, z:0.3 } it is the camera position for cessna. Currently this is the only way, do you need a different way?
Logged

deathevor

  • Sr. Member
  • ****
  • Posts: 265
  • User
    • Sk-Films
Re: Aircraft Addon - Shavrov Sh-2
« Reply #52 on: October 17, 2012, 05:01:07 pm »

Thanks, just minutes ago found that camera is relative to Model space. So can be set up this way

this.set_fps_camera_pos({x:0,y:3.5,z:2.45});

From this also found that Outerras measurements are in meters - which gives an easy way to export wheel positions, wingspan, engine positions and other stuff straight from 3D max using scripting.

Is it possible add more cameras (other than FPS)?


Logged
VFx Artist/Supervisor, Private Pilot - www.sk-films.com

deathevor

  • Sr. Member
  • ****
  • Posts: 265
  • User
    • Sk-Films
Re: Aircraft Addon - Shavrov Sh-2
« Reply #53 on: October 17, 2012, 05:11:00 pm »

Also have a question about twin engine aircraft:

In my Su-27 I have 2 engines, the JSBSim generator it automatically positioned engines +20.00 and -20.00 on Y axis.
The aircraft was always yawing to it's right.  So first of all thought that I need to swap X and Y axis. As in outerra X is side axis.

By experimenting with this, found that Outerra automatically swaps them. So everything is correct in aircraft script.
The only solution I found is to set up both enguines at center (Y= 0). In this case aircraft flies straight.

So my script looks like this now:

Quote
<engine file="Lyulka AL-31F">
    <location unit="IN">
      <x> 803.43 </x>
      <y> 0.00 </y> //Originally was 20.00
      <z>   0.00 </z>
    </location>
    <orient unit="DEG">
      <pitch> 0.00 </pitch>
      <roll>   0.00 </roll>
      <yaw>   0.00 </yaw>
    </orient>
    <feed>0</feed>
    <thruster file="direct">
     <location unit="IN">
       <x> 803.43 </x>
       <y> 0.00 </y> //Originally was 20.00
       <z>   0.00 </z>
     </location>
     <orient unit="DEG">
       <pitch> 0.00 </pitch>
       <roll>   0.00 </roll>
       <yaw>   0.00 </yaw>
     </orient>
    </thruster>
  </engine>

   <engine file="Lyulka AL-31F">
     <location unit="IN">
      <x> 803.43 </x>
      <y>  0.00 </y> //Originally was -20.00
      <z>   0.00 </z>
    </location>
    <orient unit="DEG">
      <pitch> 0.00 </pitch>
      <roll>   0.00 </roll>
      <yaw>   0.00 </yaw>
    </orient>
    <feed>1</feed>
    <thruster file="direct">
     <location unit="IN">
       <x> 803.43 </x>
       <y>  0.00 </y> //Originally was -20.00
       <z>   0.00 </z>
     </location>
     <orient unit="DEG">
       <pitch> 0.00 </pitch>
       <roll>   0.00 </roll>
       <yaw>   0.00 </yaw>
     </orient>
    </thruster>
  </engine>

But still trying to find where the error was -is it problems with JSBSim or in Outerra sets the power only to one engine causing it to yaw?
« Last Edit: October 17, 2012, 05:13:24 pm by deathevor »
Logged
VFx Artist/Supervisor, Private Pilot - www.sk-films.com

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Aircraft Addon - Shavrov Sh-2
« Reply #54 on: October 17, 2012, 05:53:12 pm »

Yes the problem is in engines, i start the first one only but it should be possible to start the second one in the script with the JSB interface:

Code: [Select]
   jsb["propulsion/engine[1]/set-running"] = 1; // start the second engine
   jsb["fcs/throttle-cmd-norm[1]"] = jsb["fcs/throttle-cmd-norm[0]"]; // set throttle for the second engine

I will add an automatic start for all engines to the next update...

A few useful documents about JSBSim:
JSBSim coordinate systems
http://jsbsim.sourceforge.net/JSBSimCoordinates.pdf
JSBSim manual
http://jsbsim.sourceforge.net/JSBSimReferenceManual.pdf
« Last Edit: October 17, 2012, 06:13:28 pm by angrypig »
Logged

deathevor

  • Sr. Member
  • ****
  • Posts: 265
  • User
    • Sk-Films
Re: Aircraft Addon - Shavrov Sh-2
« Reply #55 on: October 17, 2012, 07:11:45 pm »

Thanks a lot,

Will try that.
JSBSim maybe not so big problem as there's quite a lot of examples around.

Would be nice to get more manuals for Outerra JS script (Aircraft *.js file in Packages folder).
All I found is http://www.outerra.com/xtrac/index.fcgi/wiki/aircraft

Also after changing engine to my own (turbine), the engine sound disappeared. Is it possible to link a custom sound to an engine?
« Last Edit: October 17, 2012, 07:16:12 pm by deathevor »
Logged
VFx Artist/Supervisor, Private Pilot - www.sk-films.com

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Aircraft Addon - Shavrov Sh-2
« Reply #56 on: October 18, 2012, 04:34:54 am »

Would be nice to get more manuals for Outerra JS script (Aircraft *.js file in Packages folder).
All I found is http://www.outerra.com/xtrac/index.fcgi/wiki/aircraft
This is the only documentation for it now, it will grow up as the API matures, if you have a request for new functionality please discuss it here on the forum, once it's agreed upon it should be put into Xtrac. API functionality is mainly driven by you - our users.
Also after changing engine to my own (turbine), the engine sound disappeared. Is it possible to link a custom sound to an engine?
I am currently working on it...
« Last Edit: October 18, 2012, 05:12:48 am by angrypig »
Logged

ddenn

  • Sr. Member
  • ****
  • Posts: 374
Re: Aircraft Addon - Shavrov Sh-2
« Reply #57 on: October 18, 2012, 09:57:11 am »

What I'd like to have is ability to create clickable 2d pop-up panels withing script system and something like function drawText[Rectangle, Triangle, Line etc.] to draw on these pop-up panels and objects (aircraft panel texture). Also maybe something like drawObjects (loading them from file or/and generating primitives), with scaling and positioning options, and control of its alpha channel (would be good to control its textures too), to make special effects like smoke, flame etc.

P.s. And lit textures too, of course, texture which is not affected by engine lighting
« Last Edit: October 18, 2012, 10:04:41 am by ddenn »
Logged
i7 3930K 3.50 (3.80) Ghz, 32Gb RAM, GTX980 4 Gb VRAM, Windows 7 64-bit

About Outerra in Russian

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Aircraft Addon - Shavrov Sh-2
« Reply #58 on: October 18, 2012, 10:19:03 am »

What I'd like to have is ability to create clickable 2d pop-up panels withing script system, something like function drawText[Rectangle, Triangle, Line etc.].

API for the window manager is planned, you will be able to create your own windows/dialogs etc.

Also maybe something like drawObjects (loading them from file or/and generating primitives), with scaling and positioning options, and control of its alpha channel (would be good to control its textures too), to make special effects like smoke, flame etc.

Such low level access to the renderer is not necessary, all you need is an interface to the particle manager and ability to spawn particle emitor with proper parameters. In modern engines particle systems run completely on the GPU side, it means all primitives are generated directly on GPU because it is much faster and efficient than creating primitives on CPU side and sending them to GPU through PCIe bus.
Logged

krz9000

  • Member
  • **
  • Posts: 62
Re: Aircraft Addon - Shavrov Sh-2
« Reply #59 on: October 18, 2012, 10:35:47 am »

please dont call it LIT texture...thats so xplane :P better would be an "emitter-color" channel and an "emitter-intensity" channel. if intensity is black the diffuse color could be shown..if its higher then 0 then the emitter color dominates. this setup has potential to be a real light emitter source that illuminates the scene one day maybe?
Logged
Pages: 1 2 3 [4] 5 6 7