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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Dodge Ram(Bigfoot) 1999  (Read 23223 times)

ToZik

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Dodge Ram(Bigfoot) 1999
« on: March 11, 2013, 12:59:01 pm »

My new model of higher quality than the previous. I present to you the Dodge Ram 1999 Bigfoot.

List of bugs:
1. No glass, but it is not noticeable.
2. Standard engine sound
3. Wrong texture

Warning! If you decide to try out all the capabilities of the car, and he turned and started to turn around and fly bugged, just press Alt+R, which would restart the car.

Installation:
Folder from the archive to put in ..\Outerra Anteworld\packages\outerra

Author: ToZik
Many thanks for your help: ddenn, Brano Kemen

Download(MEGA)





« Last Edit: March 11, 2013, 01:14:59 pm by ToZik »
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Nadeox1

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Re: Dodge Ram(Bigfoot) 1999
« Reply #1 on: March 11, 2013, 01:01:23 pm »

Very nice! Seems there is a problem with the DL (Looping page or something like that). Can I suggest you Dropbox to upload your stuff?
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #2 on: March 11, 2013, 01:06:59 pm »

Sorry, my mistake
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #3 on: March 11, 2013, 01:10:15 pm »

Updated, try
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #4 on: March 11, 2013, 01:17:09 pm »

Link updated again
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Nadeox1

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Re: Dodge Ram(Bigfoot) 1999
« Reply #5 on: March 11, 2013, 01:37:09 pm »

Working, thanks :)

mmm sexy.
« Last Edit: March 11, 2013, 02:51:09 pm by Nadeox1 »
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deathevor

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Re: Dodge Ram(Bigfoot) 1999
« Reply #6 on: March 11, 2013, 07:43:13 pm »

Awesome!!!
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Bartolomeus

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Re: Dodge Ram(Bigfoot) 1999
« Reply #7 on: March 12, 2013, 02:05:07 am »

Yes, amazing thx for sharing!

Marko

ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #8 on: March 12, 2013, 04:20:33 am »

Please use :-)
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #9 on: March 12, 2013, 04:22:51 am »

Nadeox1, oh, nice :-)
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ZeosPantera

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Re: Dodge Ram(Bigfoot) 1999
« Reply #10 on: March 12, 2013, 04:28:38 am »

I'm still working on the tweaked physics. Looks really nice in the landscape. We really need that axle support but I think we need biomes first.
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #11 on: March 12, 2013, 04:31:55 am »

Yes, I think it is better to first make the biomes.
« Last Edit: March 12, 2013, 07:10:50 am by ToZik »
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Foxiol

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Re: Dodge Ram(Bigfoot) 1999
« Reply #12 on: March 12, 2013, 05:45:17 pm »

Amazing. Thank you very much. ;)
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ZeosPantera

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Re: Dodge Ram(Bigfoot) 1999
« Reply #13 on: March 12, 2013, 11:44:56 pm »

Code: [Select]
//invoked only the first time the model is loaded, or upon reload
function init_chassis()
{
  var wheelparam = {
    radius: 0.62,
    width: 0.295,
    suspension_max: 0.45,
    suspension_min: -0.26,
    suspension_stiffness: 10.0,
    damping_compression: 0.10,
    damping_relaxation: 0.22,
    slip: 0.6,
    roll_influnce: 0.1,
}
 
  this.add_wheel('wfl', wheelparam);
  this.add_wheel('wfr', wheelparam);
  this.add_wheel('wbl', wheelparam);
  this.add_wheel('wbr', wheelparam); 
 
  //sounds
  this.load_sound("diesel-engine-start.ogg");
  this.load_sound("diesel-engine-idle.ogg");
  this.add_sound_emitter("sw");
 
  return {mass:3950, steering:2.0, steering_ecf:60, centering: 2.0,
      centering_ecf: 40, com:{z:-0.9, y:0.2}};
}

//invoked for each new instance of the vehicle
function init_vehicle()
{
  this.set_fps_camera_pos({x:-0.40,y:-0.20,z:0.70});
  this.snd = this.sound();
  this.snd.set_ref_distance(0, 9.0);

  this.started = 0;
}

function engine(start)
{
  if(start) {
    this.started=1;
    this.snd.play(0, 0, false, false);
  }
}


const EF = 55000.0;
const BF = 6000.0;
const maxkmh = 50;
const forceloss = EF / (0.4*maxkmh + 2);


//invoked each frame to handle inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
  var kmh = this.speed()*3.6;
 
  //reduce engine force with speed (hack)
  var redux = engine>=0 ? 0.2 : 0.6;
  var esign = engine<0 ? -1 : 1;
  engine = EF*Math.abs(engine);
  var force = (esign>0) == (kmh>=0)
        ? engine/(redux*Math.abs(kmh) + 1)
        : engine;
  force -= forceloss;
  force = Math.max(0.0, Math.min(force, engine));
  engine = esign*force;


  steering *= 0.45;
  this.steer(0, steering);
  this.steer(1, steering);
 
 
  if(this.started>1)
    this.wheel_force(0, engine);
    this.wheel_force(1, engine);
    this.wheel_force(2, engine);
    this.wheel_force(3, engine);
 
  brake *= BF;
  this.wheel_brake(-1, brake);

  if(this.started==1 && !this.snd.is_playing(0)) {
    this.started=2;
    this.snd.play(0, 1, true, false);
  }
  else if(this.started==2) {
    var pitch = Math.abs(kmh)/20.0;
    var g = kmh>0 ? Math.floor(pitch) : 0;
    var f = pitch - g;
    f += 0.5*g;
    this.snd.set_pitch(0, 0.5*f + 1.0);
  }
  this.animate_wheels(); 
}

There you go. I may tweak it some more but for now it rolls over and jumps and lands as one would expect. Had an issue when adjusting the suspension range where it seemed to simply shut off the suspension. Very odd but shouldn't happen with these numbers.

Some Vidya..

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ZeosPantera

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Re: Dodge Ram(Bigfoot) 1999
« Reply #14 on: March 13, 2013, 04:14:46 am »

A little touch up..




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