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Author Topic: Ford Mustang Bullet  (Read 27575 times)

bugsblake

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Re: Ford Mustang Bullet
« Reply #15 on: May 29, 2013, 11:55:28 pm »

ok update time!

fixed roof, fixed back, fixed size, fixed textures, added thumbnail, steering wheel works now!

as for handling, it sticks to the road now but im still not happy with it. gonna need some help there guys!

anyway here it is!

http://www.mediafire.com/?un10htuyd49im1d

will update again but now its almost 5am so im crashing out!
« Last Edit: May 29, 2013, 11:59:03 pm by bugsblake »
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ZeosPantera

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Re: Ford Mustang Bullet
« Reply #16 on: May 30, 2013, 01:28:17 am »

Next time I wouldn't even bother zipping up the .otx.. just adds and extra step.
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bugsblake

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Re: Ford Mustang Bullet
« Reply #17 on: May 30, 2013, 02:09:55 am »

yh its just when i was on mediafire it said limited access due to file problems or something? though it had still been downloaded many time! but next time i'll just upload the .otx file! i guess because mediafire dont know what an otx file type is, it thinks its a problem file!

anyway cant sleep and i already noticed a bug! i missed a couple of bits of the steering wheel when grouping so will fix that! also a couple of holes you can see out of from the inside!

with the headlight glass, right now its just a texture but it has chrome behind it so i need to change the headlight matt but setting it like the windows, you cant see the glass detail! anyway to do it so it looks good? im still getting used to this! anyways will keep at it and reupload when done!
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bugsblake

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Re: Ford Mustang Bullet
« Reply #18 on: May 30, 2013, 02:23:08 pm »

can anyone here tell me how to set up the handbreak? i looked on outerra wiki but no luck! thanks

also i just cant work out the suspension? on a real car when the wheel hits a pot hole or bump, the car stays still and the wheel moves up and down! but i cant seem to get it to react like that? any pointers? thanks
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bugsblake

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Re: Ford Mustang Bullet
« Reply #19 on: June 07, 2013, 08:34:24 am »

update.

added start up, idle and off sounds. revs sound funny but will be worked on!

http://www.mediafire.com/?h677h7yoty9mpf7
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Atrax

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Re: Ford Mustang Bullet
« Reply #20 on: June 09, 2013, 03:51:54 am »

can anyone here tell me how to set up the handbreak? i looked on outerra wiki but no luck! thanks

also i just cant work out the suspension? on a real car when the wheel hits a pot hole or bump, the car stays still and the wheel moves up and down! but i cant seem to get it to react like that? any pointers? thanks

Have you maybe tried checkin the Cherokees suspension setup, it behaves as you describe so you might find some pointers in there.
Love the new update! :D

bugsblake

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Re: Ford Mustang Bullet
« Reply #21 on: June 09, 2013, 08:37:28 am »

thanks mate! will check that out! :) was busy yesterday so didnt get to work on much. will have that evo done today and a aircraft released! :D
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Atrax

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Re: Ford Mustang Bullet
« Reply #22 on: June 09, 2013, 05:54:05 pm »

thanks mate! will check that out! :) was busy yesterday so didnt get to work on much. will have that evo done today and a aircraft released! :D

Aircraft?  :o Nice! Wonder which one is it...  ::)

bugsblake

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Re: Ford Mustang Bullet
« Reply #23 on: June 09, 2013, 08:50:38 pm »

if you checked my post in the import section you would know! ;)

anyways while im wait for a hand to get that finished, im gonna rig this!

viper 2013!
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ZeosPantera

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Re: Ford Mustang Bullet
« Reply #24 on: June 10, 2013, 12:34:27 am »

OK.. My game is working JUST ENOUGH to tweek physics on cars.

Here is what I got for the mustang after 20 minutes.

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: 0.35,
    width: 0.15,
    suspension_max: 0.10,
    suspension_min: -0.15,
    suspension_stiffness: 25.1,
    damping_compression: 0.15,
    damping_relaxation: 0.09,
    slip: 0.60,
    slip_lateral_coef: 1.5,
    roll_influence: 0.1
  };
     
    var wheelparam_Rear = {
    radius: 0.34,
    width: 0.2,
    suspension_max: 0.10,
    suspension_min: -0.12,
    suspension_stiffness: 18.4,
    damping_compression: 0.12,
    damping_relaxation: 0.08,
    slip: 0.65,
    slip_lateral_coef: 1.2,
    roll_influence: 0.1
  };
   
    this.add_wheel('wheel_FR',wheelparam);
    this.add_wheel('wheel_FL',wheelparam);
    this.add_wheel('wheel_RR',wheelparam_Rear);
    this.add_wheel('wheel_RL',wheelparam_Rear);
 
    this.load_sound("Mustang start.ogg"); //startup
    this.load_sound("Mustang idle.ogg"); //idle
    this.load_sound("Mustang shutdown.ogg");    //off
    this.add_sound_emitter("wheel_FL");
 
    return {mass:1109, steering:2.0, steering_ecf:10000, centering: 1.5, centering_ecf: 10, com:{y:-0.10, x:0.0, z:-0.1}};
}
//invoked for each new instance of the vehicle
function init_vehicle(){
  this.set_fps_camera_pos({y:-0.8, x:-0.32, z:0.8});
  this.geom = this.get_geomob(0)
  this.swheel = this.geom.get_joint("steering_wheel");

//invoked when engine starts or stops
  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);
  }
  else {
    this.started=0;
    this.snd.play_sound(0, 2);
  }
}

const EF = 12000.0;
const BF = 5000.0;
const maxkmh = 343; 
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;
  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;
  brake *= BF;
 
  steering *= 0.75;
    this.steer(-2, steering);

var steerAngle = steering *= 10.05;
this.geom.rotate_joint_orig(this.swheel, steerAngle, {x:0,y:-1,z:0});
 
 
  this.wheel_force(-1, engine);
  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, 0.75*f + 1.25);
  }
  this.animate_wheels();
}

Also forgot to mention. The wheels are animated backward.
« Last Edit: June 10, 2013, 02:16:19 am by ZeosPantera »
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Atrax

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Re: Ford Mustang Bullet
« Reply #25 on: June 10, 2013, 04:05:48 am »

OK.. My game is working JUST ENOUGH to tweek physics on cars.

Here is what I got for the mustang after 20 minutes.

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: 0.35,
    width: 0.15,
    suspension_max: 0.10,
    suspension_min: -0.15,
    suspension_stiffness: 25.1,
    damping_compression: 0.15,
    damping_relaxation: 0.09,
    slip: 0.60,
    slip_lateral_coef: 1.5,
    roll_influence: 0.1
  };
     
    var wheelparam_Rear = {
    radius: 0.34,
    width: 0.2,
    suspension_max: 0.10,
    suspension_min: -0.12,
    suspension_stiffness: 18.4,
    damping_compression: 0.12,
    damping_relaxation: 0.08,
    slip: 0.65,
    slip_lateral_coef: 1.2,
    roll_influence: 0.1
  };
   
    this.add_wheel('wheel_FR',wheelparam);
    this.add_wheel('wheel_FL',wheelparam);
    this.add_wheel('wheel_RR',wheelparam_Rear);
    this.add_wheel('wheel_RL',wheelparam_Rear);
 
    this.load_sound("Mustang start.ogg"); //startup
    this.load_sound("Mustang idle.ogg"); //idle
    this.load_sound("Mustang shutdown.ogg");    //off
    this.add_sound_emitter("wheel_FL");
 
    return {mass:1109, steering:2.0, steering_ecf:10000, centering: 1.5, centering_ecf: 10, com:{y:-0.10, x:0.0, z:-0.1}};
}
//invoked for each new instance of the vehicle
function init_vehicle(){
  this.set_fps_camera_pos({y:-0.8, x:-0.32, z:0.8});
  this.geom = this.get_geomob(0)
  this.swheel = this.geom.get_joint("steering_wheel");

//invoked when engine starts or stops
  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);
  }
  else {
    this.started=0;
    this.snd.play_sound(0, 2);
  }
}

const EF = 12000.0;
const BF = 5000.0;
const maxkmh = 343; 
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;
  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;
  brake *= BF;
 
  steering *= 0.75;
    this.steer(-2, steering);

var steerAngle = steering *= 10.05;
this.geom.rotate_joint_orig(this.swheel, steerAngle, {x:0,y:-1,z:0});
 
 
  this.wheel_force(-1, engine);
  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, 0.75*f + 1.25);
  }
  this.animate_wheels();
}

Also forgot to mention. The wheels are animated backward.


Zeos, could you do this for EvoIX too? I mean manual tranny. I've tried copy pasting it, but it makes my game crash for some reason. lol, yea I'm a noob with these kinda things.

bugsblake

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Re: Ford Mustang Bullet
« Reply #26 on: June 10, 2013, 07:22:49 am »

thanks zeos! handles much better! yh i did see the steering wheel was turning the wrong way! didnt notice the wheel them selfs! i still have to fix the steering wheel pivot anyway! and add the 2 bits that just float there! lol
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ZeosPantera

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Re: Ford Mustang Bullet
« Reply #27 on: June 10, 2013, 12:31:44 pm »



Zeos, could you do this for EvoIX too? I mean manual tranny. I've tried copy pasting it, but it makes my game crash for some reason. lol, yea I'm a noob with these kinda things.

Tweaking I can do, adding a full manual transmission conversion would be quite a bit harder.
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