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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Tiger2  (Read 61065 times)

M7

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Tiger2
« on: April 26, 2013, 04:56:22 pm »

Found this tiger2 in a free 3d model site. It had pretty good textures and i used it as a test to add a normal map texture. I may have gone overboard with it, i just learned how to make normal map, so it had to be obvious :-)  It's  just an object for  now but i might make it into a drivable vehicle.





edit: Here's the up to date version of this Tiger2. As it get improve, i will update this file.
https://docs.google.com/file/d/0B96RrTcNJsI2dm5Yc3JiZmdWZ3c/edit?usp=sharing
« Last Edit: May 06, 2013, 08:46:54 am by M7 »
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Zirran

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Re: Tiger2
« Reply #1 on: April 26, 2013, 06:09:03 pm »

I see a theme going on here in the Tracked Vehicles section of the forum. Anyone else see it? ;)

Nice pics.
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PytonPago

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Re: Tiger2
« Reply #2 on: April 27, 2013, 02:09:50 am »

That is some nice piece of germany´s tech in OT !  ;D
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M7

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Re: Tiger2
« Reply #3 on: April 27, 2013, 02:44:30 am »

Now fully mobile... 8)

https://docs.google.com/file/d/0B96RrTcNJsI2WUpOVDRQUWdZbFU/edit?usp=sharing

I played some tricks with the steering. I gave a very low turning rate to all wheels (front positive, back negative turning) so that it could look like a real tank steering. Now will wait for turrets to turn and  tracks to animate.
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ZeosPantera

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Re: Tiger2
« Reply #4 on: April 27, 2013, 03:05:16 am »

Looks good considering the hackery of the steering mechanic. It does need a bit more admin love.
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M7

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Re: Tiger2
« Reply #5 on: April 27, 2013, 11:41:33 am »

Here's a bunch of these babies!

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PytonPago

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Re: Tiger2
« Reply #6 on: April 28, 2013, 04:58:38 am »

Here's a bunch of these babies!



Tiger 2 battlegroup ready to take the light-tower !  ;D  ... they look awesome.
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ZeosPantera

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Re: Tiger2
« Reply #7 on: April 30, 2013, 01:19:41 pm »

Please enjoy this attached physics V1..

I would like to add full engine simulation and have the wheels at least turn with some more maths. As a quick one hour hack it works pretty well. Give it a shot.

http://www.mediafire.com/view/?5pvp2z725w473kg

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M7

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Re: Tiger2
« Reply #8 on: April 30, 2013, 01:25:00 pm »

dont see the attachment. I actually reworked the original collada to get the turret and cannon as bone. Might need some help to get the geometry code done right.

edit: ah see it now
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M7

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Re: Tiger2
« Reply #9 on: April 30, 2013, 01:43:20 pm »

thought you would have tried to hack Cameni tank config

Here I've got one tank script with turning, done for another user (murkz), it may be helpful for you:

Code: [Select]
//vehicle script file
//see http://xtrac.outerra.com/index.fcgi/wiki/vehicle for example and documentation

//invoked only the first time the model is loaded, or upon reload
function init_chassis(){
  var wheelparam = {
    radius: 0.46,
    width: 0.20,
    suspension_max: 0.2,
    suspension_min: -0.35,
    //ride height   
    suspension_stiffness: 3.0,

    damping_compression: 0.2,
    damping_relaxation: 0.12,
    slip: 0.5,
    roll_influence: 0.1
  //rotation: -1
  };
  this.add_wheel('wheel1', wheelparam);
  this.add_wheel('wheel2', wheelparam);
  this.add_wheel('wheel3', wheelparam);
  this.add_wheel('wheel4', wheelparam);
  this.add_wheel('wheel5', wheelparam);
  this.add_wheel('wheel6', wheelparam);
  this.add_wheel('wheel7', wheelparam);
  this.add_wheel('wheel8', wheelparam); 
  this.add_wheel('wheel9', wheelparam);
  this.add_wheel('wheel10', wheelparam);
  this.add_wheel('wheel11', wheelparam);
  this.add_wheel('wheel12', wheelparam);
  this.add_wheel('wheel13', wheelparam);
  this.add_wheel('wheel14', wheelparam);
  this.add_wheel('wheel15', wheelparam);
  this.add_wheel('wheel16', wheelparam);
  return {mass:7530, steering:2.0, steering_ecf:60, centering: 10, centering_ecf:20};
}

//invoked for each new instance of the vehicle
function init_vehicle(){
  this.set_fps_camera_pos({x:-0.33,y:2.00,z:2.10});
}

//invoked when engine starts or stops
function engine(start){
}


const EF = 10000.0;
const BF = 4000.0;
const maxkmh = 50;
const forceloss = EF / (0.2*maxkmh + 1);

//invoked each frame to handle the 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;
   
  var el = steering>0 ? 0 : engine;
  var er = steering<0 ? 0 : engine;

  this.wheel_force(0, el);
  this.wheel_force(2, el);
  this.wheel_force(4, el);
  this.wheel_force(6, el);
  this.wheel_force(8, el);
  this.wheel_force(10, el);
  this.wheel_force(12, el);
  this.wheel_force(14, el);
   
  this.wheel_force(1, er);
  this.wheel_force(3, er);
  this.wheel_force(5, er);
  this.wheel_force(7, er);
  this.wheel_force(9, er);
  this.wheel_force(11, er);     
  this.wheel_force(13, er);
  this.wheel_force(15, er);
   
  brake *= BF;
  var bl = steering>0 ? BF*steering : 0;
  var br = steering<0 ? -BF*steering : 0;
  bl += brake;
  br += brake;
 
  this.wheel_brake(0, bl);
  this.wheel_brake(2, bl);
  this.wheel_brake(4, bl);
  this.wheel_brake(6, bl);
  this.wheel_brake(8, bl);
  this.wheel_brake(10, bl);
  this.wheel_brake(12, bl);
  this.wheel_brake(14, bl);
   
  this.wheel_brake(1, br);
  this.wheel_brake(3, br);
  this.wheel_brake(5, br);
  this.wheel_brake(7, br);
  this.wheel_brake(9, br);
  this.wheel_brake(11, br);     
  this.wheel_brake(13, br);
  this.wheel_brake(15, br);

  this.animate_wheels();
}
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M7

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Re: Tiger2
« Reply #10 on: April 30, 2013, 02:04:16 pm »

Your config look more realistic for sure especially when climbing hills, these thing should not have been very swift climbing up. I tried Cameni script for tank but still it  doesn't turn. Might need to have a separate clutch for each side or something.
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ZeosPantera

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Re: Tiger2
« Reply #11 on: April 30, 2013, 02:31:34 pm »

When I use to code Expression 2's in Gmod for tanks I would have a simple system in the code that could look at the keys (WSAD) and when a different combination was used the forces would change per side..

So

{W} alone meant TrackL and TrackR get +1
{S} alone meant TrackL and TrackR get -1
{A} alone meant TrackL gets -1 TrackR get +1
{D} alone meant TrackL gets +1 TrackR get -1

If needed for a static turn the value could be hire so that more torque was used to twist the vehicle.. IE {D} alone meant TrackL gets +3 TrackR get -3

When on the move a turn would be..


{W+A} meant TrackL gets 0 TrackR get +1
{W+D} meant TrackL gets +1 TrackR get 0
{S+A} meant TrackL gets 0 TrackR get -1
{S+D} meant TrackL gets -1 TrackR get 0

That was back in the Garrys mod days for me. I would need to re-learn how to actually code to be useful here.
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M7

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Re: Tiger2
« Reply #12 on: April 30, 2013, 02:49:49 pm »

i haven't play many tank games, mostly  WW2OL. They use brakes and clutch to stear.  That's probably how it is done in RL not sure.  So if you brake on the left side, you did need to have the clutch on as well so that the engine doesnt power that side while braking/turning left. Not sure if tracks could turn in reverse direction at the same time in the 40s though....
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ZeosPantera

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Re: Tiger2
« Reply #13 on: April 30, 2013, 03:11:48 pm »

I will diddle around with Cameni's script. I have the basic concept but need to work out the syntax to get it working.
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cameni

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Re: Tiger2
« Reply #14 on: April 30, 2013, 04:11:35 pm »

Murkz pointed me to a nice doc about it: http://www.gizmology.net/tracked.htm
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