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Author Topic: AKs  (Read 115302 times)

SteelRat

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Re: AKs
« Reply #75 on: May 12, 2015, 09:25:53 am »

PS
Так же в файле config.js в переменной cfgVehicles я попытаюсь создать несколько объектов "mercenary" с разными параметрами.

А так же такие объекты как:
Вещь мешок (Backpack)
Разгрузка (satchel)
и другие объекты подобного типа, которые имеет смысл создавать в отдельных пакетах, и потом аттачить(attachTo unit) к объекту.
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PytonPago

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Re: AKs
« Reply #76 on: May 12, 2015, 01:30:06 pm »

If it's a sub-mesh then it can be moved freely via the geom api. Problem will be when you also want the optics to work accordingly :)

... why is that ? ....

 ... actually, there would be a need for specially rendered scope-view, cause a lot of optical devices use a periscope, so no way that would be rendered the same --- kinda like periscopes on the BTR. There, it would just look, witch optics/magnifier there would be and the rendering will be set due to their parameters ... cant imagine an engine capable of refracting light like that ... but would be awesome. :D Also, if sight of line is out of the vertical line of the optical device, mirroring of the image should occur , and that would need a separate rendering too. Colimator sights could be tweaked trough some sort of texture moving around, but sights will be much more problematic in this manner.
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

PytonPago

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Re: AKs
« Reply #77 on: May 12, 2015, 01:33:58 pm »

PS
Так же в файле config.js в переменной cfgVehicles я попытаюсь создать несколько объектов "mercenary" с разными параметрами.

А так же такие объекты как:
Вещь мешок (Backpack)
Разгрузка (satchel)
и другие объекты подобного типа, которые имеет смысл создавать в отдельных пакетах, и потом аттачить(attachTo unit) к объекту.

 ... nice ... doe, for modelling some back-packs, it would be needed to have the model of the mercenary itself, so animations and blending could be handled ... I don't think they can let the model be public yet.
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

SteelRat

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Re: AKs
« Reply #78 on: May 12, 2015, 02:30:33 pm »

PS
Так же в файле config.js в переменной cfgVehicles я попытаюсь создать несколько объектов "mercenary" с разными параметрами.

А так же такие объекты как:
Вещь мешок (Backpack)
Разгрузка (satchel)
и другие объекты подобного типа, которые имеет смысл создавать в отдельных пакетах, и потом аттачить(attachTo unit) к объекту.

 ... nice ... doe, for modelling some back-packs, it would be needed to have the model of the mercenary itself, so animations and blending could be handled ... I don't think they can let the model be public yet.

Model "mercenary", It's like proving ground for testing). If you develop the theme, need their models.
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SteelRat

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Re: AKs
« Reply #79 on: May 13, 2015, 07:05:00 pm »

Hi PytonPago!

http://www.youtube.com/watch?v=JM1DQQh86p0&feature=youtu.be

Проблема в том, что после инициализации персонажа(unit) будет не возможно дать ему оружие из другого пакета.
Или только так (reload).
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PytonPago

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Re: AKs
« Reply #80 on: May 14, 2015, 02:14:59 am »

Hi PytonPago!

http://www.youtube.com/watch?v=JM1DQQh86p0&feature=youtu.be

Проблема в том, что после инициализации персонажа(unit) будет не возможно дать ему оружие из другого пакета.
Или только так (reload).

__________________

Problem is, after inicialization of the character, its not possible to give him another-packages weapon.
Well, just like this (reload).

__________________

... I dont think that is a big problem. Characters have yet just the few movement key-binds, once an enhancement is there, than we can make some inventory-window and change the script to do things we want, just like white vehicles. This thing is already a big thing, that you were able to find a way to change it.
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

SteelRat

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Re: AKs
« Reply #81 on: May 14, 2015, 06:15:52 pm »

Hi PytonPago!

New property
Code: [Select]
posOffset: {x:0.13, y:-0.01, z:-1.195}adjusting the position of the weapon models

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PytonPago

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Re: AKs
« Reply #82 on: May 15, 2015, 01:17:25 am »

Hi PytonPago!

New property
Code: [Select]
posOffset: {x:0.13, y:-0.01, z:-1.195}

posOffset ??? .... i was fiddling around the usual move-joint script, tearing my hair off why its not working (or crashing).
« Last Edit: May 15, 2015, 06:04:36 am by PytonPago »
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

SteelRat

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Re: AKs
« Reply #83 on: May 15, 2015, 11:00:15 am »

Hi PytonPago!

New property
Code: [Select]
posOffset: {x:0.13, y:-0.01, z:-1.195}

posOffset ??? .... i was fiddling around the usual move-joint script, tearing my hair off why its not working (or crashing).

posOffset - the name of the parameter that is set to offset of geomob_1 on geomob_0

RU
posOffset - такое имя параметра говорит о том, что в нём заданы значения смещения позиции geomob_1 относительно geomob_0

An example of a call:
Code: [Select]
this.weapon.move(cfgWpnBase.posOffset);
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PytonPago

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Re: AKs
« Reply #84 on: May 15, 2015, 01:23:45 pm »

Ah ... you move it compared to the other ! ...

I also updated the idem index according to lettering and caliber (mind, link is to Packages/PytonPago - so youre need to rewrite it if ya use your own user-package foldered AK-files).
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

SteelRat

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Re: AKs
« Reply #85 on: May 15, 2015, 03:52:49 pm »

Quote
so youre need to rewrite it if ya use your own user-package foldered AK-files).

Я думаю вам стоит дать нам, ваш новый вариант пакета.
Что бы избежать вероятных ошибок.
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PytonPago

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Re: AKs
« Reply #86 on: May 16, 2015, 01:44:13 am »

Quote
so youre need to rewrite it if ya use your own user-package foldered AK-files).

Я думаю вам стоит дать нам, ваш новый вариант пакета.
Что бы избежать вероятных ошибок.

You could give us the new variant of the package ... for preventing problems.
_____________

 ... here ya go (doe, nothing new there in the model, i just listed all the stuff that was in the latest ones already), has the model blender and .dae file included :  https://drive.google.com/file/d/0B3ZscF0ox2AGVVljQ0M5b0FoWTg/view?usp=sharing

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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

PytonPago

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Re: AKs
« Reply #87 on: June 20, 2015, 04:01:00 am »

Working along with the PP-19 Bizon (9x19mm), then i go to the easyer Vytiaz (practically only the MP5-like magazine and plastic insertion-chamber to do), then ill start to go on optical devices  ( PSO (with IR filter), Cobra, some of the PK-series, some different magnification variations of the POSPs, maybe even a NSPU (1PN34/58) ).



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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

SteelRat

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Re: AKs
« Reply #88 on: June 20, 2015, 03:17:55 pm »

Отлично!
Мне пришлось на какое то время отвлечься на другой проект, как освобожусь продолжим наши эксперименты).
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PytonPago

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Re: AKs
« Reply #89 on: June 21, 2015, 12:50:23 am »

Отлично!
Мне пришлось на какое то время отвлечься на другой проект, как освобожусь продолжим наши эксперименты).

Perfect !

I had to work on another project for a whyle, but we will continue our experiments when im free ...

------------------------------

последни раз был упдейт оутерры касающиса персонажа ... как то не мог интегрировать твой скрипт ... мне не важно /много с моделиами к роботе ... на годы тоже /вед я тоже ми-8,-24 и ВМП-2 как урала детаилно сделать хочу/ ... так вот времое на вагоны !  =D /. Толко, щтоб ты неволновалса сто сражу не роботает.

Last time you were here, there was some update in the mercejnary script, and i couldn figure out, how to make it work again ... just so ya know. But no hurry, ill have a lot to do in Blender for years anyway. :D
« Last Edit: June 21, 2015, 12:52:58 am by PytonPago »
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

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