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Author Topic: Dodge Ram(Bigfoot) 1999  (Read 45312 times)

deathevor

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Re: Dodge Ram(Bigfoot) 1999
« Reply #15 on: March 13, 2013, 10:09:19 am »

Share it, please. And preferably if ToZik could include it in First message as skin, so it doesn't get lost.
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #16 on: March 13, 2013, 10:48:35 am »

Wow, it looks beautiful. I hope you are completely finish the physics of the car :)
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ZeosPantera

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Re: Dodge Ram(Bigfoot) 1999
« Reply #17 on: March 13, 2013, 11:13:45 pm »

If you want it here it is.

Just overwrite the context of your "dodge.matlib" file.

Code: [Select]
[
{
"name" : "plate",
"diffuse" : "18,18,18,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "dash1",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "dash1.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
# Suspension bars
"name" : "blue",
"diffuse" : "200,0,0,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "tire",
"diffuse" : "155,155,155,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "tire.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "lights",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "lights.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
#FRAME and TRIM
"name" : "red",
"diffuse" : "200,0,0,255",
"Ax" : "1",
"Ay" : "0.1",
"m" : "0.05",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "interior",
"diffuse" : "21,21,19,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "sign",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "sign.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "black_m",
"diffuse" : "2,2,2,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
#ENGINE
"name" : "white",
"diffuse" : "200,10,10,255",
"Ax" : "1",
"Ay" : "0.5",
"m" : "10",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
#TRIM AND SUSPENSION
"name" : "gum",
"diffuse" : "10,10,10,255",
"Ax" : "15",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "Material__26",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "red l.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "doors",
"diffuse" : "185,185,185,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "doors.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "chrome",
"diffuse" : "0.025,0.025,0.025,1.0",
"Ax" : "0.91",
"Ay" : "0.06",
"m" : "0.15", 
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
#SUSPENSION BARS
"name" : "yelow",
"diffuse" : "0,10,0,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "body",
"diffuse" : "1,1,1,255",
"Ax" : "10",
"Ay" : "0.8",
"m" : "0.05",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
},
{
"name" : "dash",
"diffuse" : "18,18,18,255",
"Ax" : "7",
"Ay" : "7",
"m" : "127",
"tex_diffuse" : "dash.dds",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : "",
"tex_reflectance" : ""
}]

The physics are odd simply because of how big it is and how hard it is to get real power down. I was hoping to make it monster truck acceleration fast and then limit the top end to ~100kph but the last bits of the code are still a bit confusing. I will work my head around it all eventually.

Also attached the matlib. (Next time tozik if you could name the items in the file to the parts they color it would save like an hour of work. The only one that made sense was "chrome".)
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giucam

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Re: Dodge Ram(Bigfoot) 1999
« Reply #18 on: March 14, 2013, 05:41:15 am »

Why don't you use my vehicle script from here? You can make it have a high acceleration and low maximum speed by using high ratios.
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deathevor

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Re: Dodge Ram(Bigfoot) 1999
« Reply #19 on: March 14, 2013, 07:11:33 am »

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ZeosPantera

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Re: Dodge Ram(Bigfoot) 1999
« Reply #20 on: March 14, 2013, 01:47:11 pm »

Why don't you use my vehicle script from here? You can make it have a high acceleration and low maximum speed by using high ratios.

Worth a shot!
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #21 on: March 14, 2013, 01:49:57 pm »

Change physics as you want, just do not lay anywhere without me.
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madnjpn

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Re: Dodge Ram(Bigfoot) 1999
« Reply #22 on: April 20, 2013, 05:29:57 pm »

This is my Config, very stable at high speed ( 180km/h ) , car became more powerful and stable, also it became better for offroading and suspension is working much better. Worth trying




//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: 0.30,
    suspension_min: -0.01,
    suspension_stiffness: 30.0,
    damping_compression: 0.1,
    damping_relaxation: 0.30,
    slip: 0.78,
    roll_influnce: 0.10,
}
 
  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:60000, steering:6.0, 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 = 800000.0;
const BF = 800000.0;
const maxkmh = 180;
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(); 
}
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ZeosPantera

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Re: Dodge Ram(Bigfoot) 1999
« Reply #23 on: April 21, 2013, 03:23:50 am »

mass:60000
const EF = 800000.0;
const BF = 800000.0;

......... k
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #24 on: April 25, 2013, 11:47:01 pm »

I'm making as close to the truth of all parameters.
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zaelu

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Re: Dodge Ram(Bigfoot) 1999
« Reply #25 on: May 12, 2013, 08:09:34 am »

Sorry to bother you... I have a little problem with the hosting service from nz... it closes the connection when I try to download. Could somebody re-upload the car to somewhere more close to Europe?... maybe it works. Thanks!
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ToZik

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Re: Dodge Ram(Bigfoot) 1999
« Reply #26 on: May 13, 2013, 11:58:40 pm »

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zaelu

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Re: Dodge Ram(Bigfoot) 1999
« Reply #27 on: May 14, 2013, 04:44:53 am »

Thank you ToZik, it worked!
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PytonPago

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Re: Dodge Ram(Bigfoot) 1999
« Reply #28 on: May 14, 2013, 12:12:07 pm »

Nice little buggy !   ;)
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M7

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Re: Dodge Ram(Bigfoot) 1999
« Reply #29 on: May 23, 2013, 01:35:34 am »

Hope Tozik won't mind, i added giucam manual transmission on this monster and used a new engine sound. Actually it's one of the batman tumbler that i find, work much better than the diesel sound. Have to say that it's one of my favorite vehicle now.

I made an .otx cause i edited the sound, matlib and the .js script.

https://docs.google.com/file/d/0B96RrTcNJsI2S3MwNmFNYVZMOEU/edit?usp=sharing

Update: In this second edition,  I eased up on the torque, cut down a gear (now have 5) higher gear ratio. Max speed at 275kmh (instead of 500+ ;D)


« Last Edit: May 23, 2013, 03:16:50 pm by M7 »
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