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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Sail Boat  (Read 41673 times)

andfly

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Re: Sail Boat
« Reply #15 on: February 23, 2016, 07:46:59 am »

Very nice work andfly!!! Looks awesome.

That was definitely a false positive. The OTX format, being essentially a compression archive which unpacks files including JavaScipt to a pre-determined directory on your computer, will look like suspicious activity, which in some cases will trigger the automatic deletion of the files/OTX. Sure it is possible for someone to insert malware into an OTX on purpose, but it is extremely unlikely that any of the contained files would unintentionally become infected, even if your computer were infected, except in certain extreme cases. The OTX file extension is definitely a trust based system, and I completely trust andfly to not infect my computer intentionally.  :D

Regards,
Uriah

P.S. I wasn't able to download it, post that baby up there again!!!!!

Hi!  Uriah
Thank you !!  :)

And thanks to the detailed technical and reassuring explanations.  :D

You managed with the download?
(  I checked and it seems all right .... )
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HiFlyer

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Re: Sail Boat
« Reply #16 on: February 23, 2016, 08:46:08 am »

I downloaded it again after Uriah wrote that he was having problems, and if worked fine for me.
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z06z33

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Re: Sail Boat
« Reply #17 on: March 06, 2016, 07:51:35 pm »

Op any chance you could help me import some ships? I have access to some very good models but am not sure how to turn them from static models to vehicles
Thanks
David
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andfly

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Re: Sail Boat
« Reply #18 on: March 08, 2016, 08:39:03 pm »

Op any chance you could help me import some ships? I have access to some very good models but am not sure how to turn them from static models to vehicles
Thanks
David


Import a model in Outerra and animate it is not an exceptionally complicated undertaking, but still requires a certain application and a little study.
The first step is to build or import a model in a 3D graphics program that can then export the model as collada file (.dae).
[You can also use the .fbx format, but I've never used this particular importer and can not give indications]
For this purpose I use BLENDER, fantastic and completely free.

In the model you will have to carefully fix the centers of rotation of all the objects that later you will want to animate, and you will have to create a "hierarchy" with the "parent" command that bind to each other all the components of the model, in sequence, until 'main object that identifies the model (for a ship, for example, may be: the hull).
In this way each command of rotation or movement applied to a single object "drag" also all the objects that were "parented", which can then be rotated or moved in turn.
Completed the design of the model is passed to its import into Outerra.
This phase is carried out automatically by the Importer that is inside Anteworld ( Menu --> Object -> Import )
Its operation is explained in the Wiki of this forum along with details for the setting of materials and textures.

At this point you should animate the model and this is done with a series of commands of a JavaScript file.
Even the list of all possible commands, their grammatical form and the characteristics of this "control file structure" is available in the Wiki forum.
A tip: the Wiki instructions sometimes are very synthetic and not readily perceived by those who are not very practical programming to a level a little high (and does not know the English language) ... but there is a simple and easy system to learn: read and study the JavaScript files that other modders have attached to their models.
I never happened to read copyright reserves in these files (in fact make available freely and free of their work and their "discoveries" ,  necessarily implies the freedom for anyone to use this knowledge for their work.)
This is definitely the best school because it allows you to discover how to set the controls and the effect they have, in practice, on the model animation.


One other useful indication could be the list of programs that I use to create models in Outerra.

Being a Hobby (very exciting but still a hobby) I can not afford to use commercial and expensive programs although fantastic ...
So I turned to the world of the programs are free to use, which is found throughout the Web, and that they are definitely lived.

* For the part of 3D modeling graphics, I tried various software (SketchUp, Wings 3D, Anim8or ..) and in the end I decided to Blender [https://www.blender.org/], with a little apprehensive because in the web many people consider it overly complicated.
Actually I do not think it's hard ... I think it is so vast and can do so many things to "give the impression" to be complicated for the frustration of not being able to use it completely, but you always have something to learn .. .
And however you can begin to use to build or develop the first simple models and the more we learn its possibilities, more and better will be able to get more and more sophisticated models.
* For the construction of the human characters is fantastic MakeHuman [http://www.makehuman.org/].
* To transport real objects within the graphics program (I use it for heads and human faces) there is the free service of Autodesk: 123D Catch [http://www.123dapp.com/catch]
* For the creation and conversion of textures in .dds files with mipmaps I use Gimp [https://www.gimp.org/].
* For the writing of the command file in Javascript (after the first disastrous attempts with Notepad)  I use FreeJavaScript [http://www.yaldex.com/Free_JavaScript_Editor.htm]  and PSPad [http://www.pspad.com/].
* If you want to learn (or improve) the knowledge of the JavaScript language is sufficient to do a simple search on the Web with Google.
There is a large number of free manuals to download and study.
* For processing of sounds and music: Audacity [http://www.audacityteam.org/]
* Finally, to create movies with your models, there is the classic, and for me enough,  Movie Maker in the package Window Live.

I hope to be liked, and this information helps you build more and more exciting models.


One last little note:
You said you had access to excellent models ...
"Full" access for their use and distribution?
Remember that, on a personal level and for private use, you can easily convert and animate any model.
And if you're passionate and your models are perfected, before publishing them you must make sure you do not infringe any copyright in order to avoid unpleasant legitimate owners claim ...

Good luck and good work.  :)
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bomber

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Re: Sail Boat
« Reply #19 on: January 11, 2017, 04:06:18 pm »

Hi Guys I need a mono-hulled sail boat model similar in size to the cat in this thread.... anyone up for it ?

I have a JSBsim model for it, so can use the wind to actually sail.


Ok how about Australia II.... a lot of info out there including line drawings.
« Last Edit: January 11, 2017, 04:33:09 pm by bomber »
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"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchell

josem75

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Re: Sail Boat
« Reply #20 on: January 12, 2017, 10:40:59 am »

Hi Guys I need a mono-hulled sail boat model similar in size to the cat in this thread.... anyone up for it ?

I have a JSBsim model for it, so can use the wind to actually sail.


Ok how about Australia II.... a lot of info out there including line drawings.

Hey Bomber. we miss your JSBsim files. Here we can find some boats, i dont know if this can be useful for your purpose:
http://tf3dm.com/3d-model/sailboat-81879.html

 Another question would be about permissions. But can try asking to authors.

There are great planes too, maybe we can try some permission from some author.
My dream is a Tie Fighter like that flying so fast around mountains: http://tf3dm.com/3d-model/tie-fighter-94029.html
Sure you can help with JSBsim for get something like that. And we have already the laser shots :)
« Last Edit: January 12, 2017, 10:46:55 am by josem75 »
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bomber

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Re: Sail Boat
« Reply #21 on: January 12, 2017, 02:31:30 pm »

Any flight model like the tie fighter relies on first defining in simple terms how the forces needed are going to developed.... once that's done it's relatively easy.
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"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchell

josem75

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Re: Sail Boat
« Reply #22 on: January 12, 2017, 09:18:24 pm »

Any flight model like the tie fighter relies on first defining in simple terms how the forces needed are going to developed.... once that's done it's relatively easy.

Great. I will try to contact the author for request permission to use and share in outerra.
In google warehouse are also some models. Warehouse is free to use and share in Outerra? I think they upgrade their conditions, so actually i dont know if we can use models from there. I think in the past we did.
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fly77

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Re: Sail Boat
« Reply #23 on: October 29, 2018, 01:25:49 pm »

Hi andfly. I have a problem with spawning the sailboat in the new outerra version 17.1.09891.

When spawning it I get this error   TypeError: Object [object Object] has no method 'get_pos_offset' (ot::js::vehicle_physics.update_frame(): )  and the boat just sits lifeless in the air.

seems that in the following lines of your code it can't apply the get_pos_offset commmand. I don't know if this command disappeared from the new outerra version or wether there is a workaround.

Code: [Select]
var v = this.get_geomob(0);
var ecef = v.get_pos_offset({x:100,y:0,z:0});


« Last Edit: October 29, 2018, 01:57:22 pm by fly77 »
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andfly

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Re: Sail Boat
« Reply #24 on: October 30, 2018, 05:56:27 am »

Yes, the "get_pos_offset" command is obsolete.
Has been replaced by: "get_world_pos_offset".

https://github.com/Outerra/anteworld/blob/master/include/ot/geomob.h

However I used it to create a reference point of known coordinates and from this, with trigonometric calculations, go back to the orientation of the model.
All this became useless when I discovered that there was a "heading_pitch_roll" method that directly provided geographic orientation without having to calculate it ...

https://github.com/Outerra/anteworld/blob/master/include/ot/vehicle_physics.h

If you wish to have a working model, download "Sail_boat.andfly.otx" again from google drive.

https://drive.google.com/file/d/0B6114pZ3kPTgN0gxSklmSDdnNkE/view?usp=sharing

Good adventures!  :D
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fly77

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Re: Sail Boat
« Reply #25 on: October 30, 2018, 08:15:44 am »

Thank you so much andfly ! Your sailboat is such a good mod that it was a pity not to be able to navigate with it. Thanks for the updated version. Also thanks for pointing to the github websites which I now recognize contains lots of information on available commands in outerra, apparently more extensive and more updated than the outerra http://xtrac.outerraworld.com/ website.
I was looking for a pitch and roll command for vehicles in recent days and so this info comes as an extra with your response. Keep on your great work !
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