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Author Topic: AKs  (Read 57506 times)

SteelRat

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Re: AKs
« Reply #120 on: July 12, 2015, 04:08:51 pm »

RU: После последнего элемента в массиве не должно быть запятой.
Translate: After the last element of the array should not have a comma.

 Thanks ... was a copy paste job anyway, so i didnt pay much attention to those.

Дело в том, что ОТ ещё не на столько интеллектуальна), ОТ просто (crash) всего лишь из за одной не правильно поставленной запятой.
А теперь представьте себе, какая для меня задача найти проблему при таком положении вещей!). Найти лишнюю запятую в нескольких файлах с кодом!

Так что придётся уделять внимание синтаксису, другого выбора пока нет.

Далее, почему я не могу скрыть меши(meshes) подствольного гранатамёта(launcher), изменились имена мешей?
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PytonPago

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Re: AKs
« Reply #121 on: July 12, 2015, 05:01:34 pm »

Дело в том, что ОТ ещё не на столько интеллектуальна), ОТ просто (crash) всего лишь из за одной не правильно поставленной запятой.
А теперь представьте себе, какая для меня задача найти проблему при таком положении вещей!). Найти лишнюю запятую в нескольких файлах с кодом!

Так что придётся уделять внимание синтаксису, другого выбора пока нет.

Далее, почему я не могу скрыть меши(meshes) подствольного гранатамёта(launcher), изменились имена мешей?

Thing is OT isnt much open for little spelling errors and crashes at ewery one of them ... its har to find the problem if there are several files of code. So its needed to be correct at ewery change ...

Why cant i hide meshes from the underbarrel granade-launcher, did names change ?

......... .............................

Yes, sorry for the inconvinience ...

... not quite sure, as i look it trough, its all the names i gave in the script (you can check with the blender-model, its the same and all were copy-pasted from blender itself in the same set-up it were exported). The only spelling problems were at one of the AK-variants, but not the launcher. Cant see any special character, that wouldnt be elswhere aether ... is the optical device doing the same problem ?
« Last Edit: July 12, 2015, 05:04:23 pm by PytonPago »
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SteelRat

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Re: AKs
« Reply #122 on: July 12, 2015, 09:09:25 pm »

Hi PytonPago!

Добавьте в свой пакет файл: Work_ptm_2.0\packages\PytonPago\AK-74M_Series\AK_Base.objdef
И проследите что бы этот файл всегда присутствовал в новых версиях вашего пакета, это поможет избежать вероятных конфликтов с новыми версиями.

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SteelRat

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Re: AKs
« Reply #123 on: July 12, 2015, 09:15:43 pm »

PS
I forgot to turn off)

Code: [Select]
// initCharacter.js

var show = true; // false - disable weapon show
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PytonPago

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Re: AKs
« Reply #124 on: July 13, 2015, 02:11:28 am »

Hi PytonPago!

Добавьте в свой пакет файл: Work_ptm_2.0\packages\PytonPago\AK-74M_Series\AK_Base.objdef
И проследите что бы этот файл всегда присутствовал в новых версиях вашего пакета, это поможет избежать вероятных конфликтов с новыми версиями.

 ... well, the package main name was (and main mesh name of the tree) was AK_Series, so its there like the "AK_Series.objdef" ... but if ya like this one, ill comply and add them to all newer versions.

... so the hidding works then ? ... good, couldnt think of a thing, doing that.
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PytonPago

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Re: AKs
« Reply #125 on: July 13, 2015, 04:14:05 am »

I like how this looks ... awesome SteelRat ! Cant wait till aiming down the sights and switching between sights (weapon-launcher-optical device) be a reality in OT, together with some basic balistics.



... doe, .otx files cant reach so high in the game-folder, so manual installation required.

https://drive.google.com/file/d/0B3ZscF0ox2AGT1ZNbVVxRWZOdlU/view?usp=sharing


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SteelRat

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Re: AKs
« Reply #126 on: July 13, 2015, 08:59:11 am »

Hi PytonPago!

Добавьте в свой пакет файл: Work_ptm_2.0\packages\PytonPago\AK-74M_Series\AK_Base.objdef
И проследите что бы этот файл всегда присутствовал в новых версиях вашего пакета, это поможет избежать вероятных конфликтов с новыми версиями.

 ... well, the package main name was (and main mesh name of the tree) was AK_Series, so its there like the "AK_Series.objdef" ... but if ya like this one, ill comply and add them to all newer versions.

... so the hidding works then ? ... good, couldnt think of a thing, doing that.

Я попросил это сделать потому что в предыдущем пакете объект с которым работала конфигурация имел такое имя
AK-74M_Series.objdef


А в последней версии такое
AK_Series.objdef

Это естественно вызовет конфликт, так как конфигурация будет искать такой путь до пакета
pack: "PytonPago/AK-74M_Series/AK-74M_Series"

По этому я и попросил иметь в пакете этот файл всегда
AK_Base.objdef


Это не мешает вам экспериментировать со своими вариантами)
« Last Edit: July 13, 2015, 09:06:06 am by SteelRat »
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SteelRat

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Re: AKs
« Reply #127 on: July 13, 2015, 09:58:25 am »

Здесь очень интересно реализована механика оружия.


http://store.steampowered.com/app/234190/
https://github.com/David20321/7dfps

Интересно было бы попробовать реализовать подобное на ОТ.
Если конечно уважаемые разработчики подскажут, как реализовать (bind keys) при управлении наёмником(mercenary).
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PytonPago

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Re: AKs
« Reply #128 on: July 13, 2015, 10:42:24 am »

Here is some interesting gun-mechanics ...

Would be neat to ry something like this in OT. Off course, when some more comes out in key-binds for animated persons like the mercenary.
......................

... yes, indeed. I like the fact, that you need to manually fill your magazines. I need to make bullet-models for those weapons, but the idea this guy had about the weapon handling is great. I also liked the movement idea for animated characters of his too ... is somethig interesting in having inertia inserted in movement animations and possible interactions, even on vehicles (when vehicle stops/speeds/turns too fast, inertia would throw people around or give a chalenge to stay on it). Id say, he saw a great potential in a litle more "interactive" way of movement than just simple swapping between pre-made animations.

It also could be a way to mix up ammunitions - lets say, you would mix tracer rounds every 3-4-th bullet, or ocassionally have a heawy bullets mixed up, or ready on other magazines, freely by your choice. (not just for small arms, but greater weapons also, like the ZSUs, or higher caliber machine-guns - but those would be greater realized in an multiplayer-based way of handling vehicles/machinery).
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Revolver

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Re: AKs
« Reply #129 on: July 13, 2015, 08:11:21 pm »

I like how this looks ... awesome SteelRat ! ....

Ihn fällt noch ne wenig Haare auf dem Kopf und eine richtige Knarre, wie 98K mit Zielfernrohr. =D

@   SteelRat

Молодец, всё замечательно получилось!...и Спасибо за труд.


Sehr schön gemacht ALLE BEIDE!
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PytonPago

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Re: AKs
« Reply #130 on: July 14, 2015, 01:48:41 am »

Ihn fällt noch ne wenig Haare auf dem Kopf und eine richtige Knarre, wie 98K mit Zielfernrohr. =D

Hast recht ... da ist nur ein glucklicher soldat - ein fesh-hariger soldat ! WWI Style !



Da stimmt auch der Kurt Knispel zu !



 =D  =D  =D
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Revolver

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Re: AKs
« Reply #131 on: July 14, 2015, 02:40:06 am »

ha-ha-ha... ne, mal im ernst...planst Du was aus wk2 zu machen?
isch hab grade bei mir ne schöne Knochensäge ausgegraben...
nennt sich MG42. :) hat mein alter in Garten verbuddelt...für alle
Fälle oder so...  ::)
« Last Edit: July 14, 2015, 02:45:15 am by AH-DG »
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werden kann, und dies ist die Verfälschung der Geschichte."(F.Hebbel)

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PytonPago

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Re: AKs
« Reply #132 on: July 14, 2015, 06:29:24 am »

ha-ha-ha... ne, mal im ernst...planst Du was aus wk2 zu machen?
isch hab grade bei mir ne schöne Knochensäge ausgegraben...
nennt sich MG42. :) hat mein alter in Garten verbuddelt...für alle
Fälle oder so...  ::)

... leider nicht ... will meistens sachen won der zeit des Soviet-Afghan und Chechnien kriege, biss so 2008 machen ( die ich schon vorher irgentwo gemeint habe + die paar zachen dazu fur moderne modifikazionen fur hand-waffen ), bei all der zeit die es dauert jetztige fertig zu machen wird ich noch nicht offen fur andere projekte, speziel wenn ich die fahrzeuge so detailiert machen will. Aber, ich wurde nen solchen projekt unterschtutzen. Und, ich hatte bei hand ne AS AK-74 und par hundert eigene fotos von den fahrzeugen die ich noch machen will ( meistens, die in CSR produkzion/nutzung auch wahren, auser den BTR ) - also ist es auch wegen den material den ich zu diesen projekten habe - ist sehr hilfreich wass zu machen, wenn du es in hand haben kannst. ... aber ich kenne ein paar projekte von Czechien und Svk, die fur andere spiele ( ARMA I und II, der alte IL-2 ... ) richtig gute mods fur die zeit gemacht haben, oder noch tun ( und haben historiker und KVH-leute bei sich ), wenn die sich mal fur OT einstellen wurden, konnten die ne grosse mänge machen, sogar in details, die ich nicht mal kenne ( da waren so viele modifikazionen von deutschen leichten panzern und hand-waffen von CSR-werken, da wurde einen der kopf umfallen + all die specifischen sachen fur unsere damahlige armee ... und die jungs "fressen" solche sachen fur fruhstuck, speziell wenn die hefte aller unsere historiker gerne WWII erforschen wollen :D ). Kann mir aber gut vorstellen, dass denen noch OT wahrscheinlich nicht weit-genug im developement ist ... binn mir aber sicher, mann konne sie irgentwie motivieren, wenn erste balistik, hit-boxen und animierte personen importe klar und einfach sind.

P.S.: ... will auch so einen garten !! :D Aber ein paar rekviziten sin noch auf der Orava-burg von der deutschen besatsung geblieben. Sollte vieleicht danach die burg machen, so dass man die Orava-gebiet kriege nachmachen konnte. :)
« Last Edit: July 14, 2015, 06:39:42 am by PytonPago »
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PytonPago

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Re: AKs
« Reply #133 on: July 16, 2015, 12:27:32 pm »

Next thing to be added will be the PSO-1 Sight - the most known and famed siht of the whole Soviet history. The most interesting fact about it is, that, even if it was one of the first optics for small-arms of the cold war weaponry, it had already a IR-filter mounted inside for detection of units equipped with active IR NVSs, or IR reflections. :











... Here just a little question for ya Cameni - as for the internal IR filter, will it be possible to incorporate the thermal and NV visions into scopes ? ... i mean, where you have that kind of projection just on a little cutt-off of the optical device when aming-down, whyle the world is projected all around (as the eye is a little back from the sight and ya see periferraly the surroundings anyway). Or even just certain aspects of it being projected onto the world ? (lets say, just the IR sources and main reflections, or just heat-signatures higher than some temparature, whyle all else is projected normally).
« Last Edit: July 16, 2015, 12:31:46 pm by PytonPago »
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Uriah

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Re: AKs
« Reply #134 on: July 16, 2015, 03:41:01 pm »

There is only one way I know of that would make that possible. You would add a circular flat mesh inside the scope, behind the reticle, and that mesh would have a second camera rendered to the texture of that material. The camera would be attached to a dummy BONE inside the scope called BONE_objective_lens and the camera Field Of View and sensor mode would be called in a method to set these parameters for that camera only. When NV or IR modes are not switched on the display mesh would be hidden from view for the normal visual spectrum. It would be much the same as an MFD screen in an aircraft, where a sensor's camera view is rendered to a flat plane on the display. There are only two missing methods, 1. render second camera and 2. render camera to texture, everything else is currently possible.

The script would be something like this:

Code: [Select]
"use strict";
//global variables
var geom, optic, ot_world, ot_fb, sensorMode, flirMode, objective_lens_pos;

function initialize(reload){
     this.geom = get_geomob(0);
     this.optic = get_cam(1);

     ot_world = this.$query_interface("ot::js::world.get");
     ot_fb = this.$query_interface('ot::js::fb.get');

     sensorMode = "IR";
     flirMode = "WHT";

     objective_lens_pos = this.geom.get_joint_model_pos(this.geom.get_joint('objective_lens'));

}

function update(dt){
     var hfov, ir_contrast, ir_amplify, ir_noise, nvg_contrast, nvg_amplify, nvg_noise;

     if(sensorMode == "IR"){hfov = 16;}
     else if(sensorMode == "NVG"){hfov = 24;}

     if(flirMode == "WHT"){ir_contrast = 1; ir_amplify = 1; ir_noise = 1; ir_focus = 1;}
     else if(flirMode == "BLK"){ir_contrast = 1; ir_amplify = 1; ir_noise = 1; ir_focus = 1;}

     nvg_contrast = 1; nvg_amplify = 1, nvg_noise = 1;

     //Infrared Mode
     if(sensorMode=="IR"){
          this.optic.set_ir_cam_pos(objective_lens_pos);
          this.optic.ot_world.set_camera_fov(hfov);
          this.optic.render_to_tex(optic_display);
          this.optic.ot_fb.set_ir_params(ir_contrast, ir_amplify, ir_noise, ir_focus);
          this.optic.ot_fb.ir_enable(true);
          this.optic.ot_fb.nvg_enable(false);
          this.geom.set_mesh_visible_id(optic_display, true);
     }

     //Night Vision Mode
     else_if(sensorMode=="NVG"){
          this.optic = this.set_nvg_cam_pos(objective_lens_pos);
          this.optic.ot_world.set_camera_fov(hfov);
          this.optic.render_to_tex(optic_display);
          this.optic.ot_fb.set_nvg_params(nvg_contrast, nvg_amplify, nvg_noise);
          this.optic.ot_fb.nvg_enable(true);
          this.optic.ot_fb.ir_enable(false);
          this.geom.set_mesh_visible_id(optic_display, true);
     }
     else{
          this.geom.set_mesh_visible_id(optic_display, false);
     }
}

Regards,
Uriah
« Last Edit: July 16, 2015, 04:18:51 pm by Uriah »
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