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Scud

Make wheels turn on aircraft

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Can someone help me on how to get the wheels turning when aircraft is taxiing?

Plz

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Few ways you can do it, my current method is this:

Make of copy of just the wheels,and they need to stay in the unretracted position (down)

This copy of the wheels needs to rotate so set them up with a rotation animation with some vertex as axis (can share axis if they are inline)

Both sets of wheels need to be setup as hidden selections,texturing the original ones at startup

The idea is this: when the plane starts moving,you need to hide the original wheels and unhide the ones that roll

Then make those roll until the plane has gained some altitude

Thats the method behind the way I have been doing it,I can think of a few ways to do it actually

Best thing would be to look into a plane that has it,Unfortunately my Corsair F4U is binarized ,the unbinarized p3ds are available on my website,but thats a pain and the stuff on that plane is kinda full and maybe hard to figure out

Planes I know that have animated wheels:

BraTTy's Corsair F4U

TrenchFeets P51 Mustang,Me109,Spitfire?,and the Ju52 will

Inv44: Me109,Dc3 both not released

All these planes have continous animation of the wheels depending on speed,so you prolly want to look at the wheels.sqs (some related in init eventhandler too)

Trenchfeets plane is prolly the best examples,I know he is generous and left them unbinarized

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Oh by the way I stopped doing the Cat, you would do better job with it.

I changed to another but I aint saying just in case someone else is doing it. wink_o.gif

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So you were doing a Pby Catalina? You can still finish it,more the merrier.

The status of mine is that its a difficult hull to make,I had redone it several times,I think I am happy with it now, started doing the rest.

If yours was further,I will stop mine.And don't go saying that mine would be better,I am just a bodyman.

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No mine is on hold

as you said it is a tricky hull to form.

I have a good set of plans if you need 'em.

No cutaway but top and side elevations, unfortunately no underside which in the case of the cat would have been very helpful.

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I started a Catilina ages ago. Got it into game but that was as far as it got.

cat.jpg.

I thought about finishing it for release with utopia, but I doubt that I will.

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Wow Klink, that is freekin beautiful ! A PBY5A at that !!

I dunno what to say, I'm speechless.

And you been driving the sucka all along,what other amazing things does Utopia hold? I'm impressed

edit: you say you doubt you will finish it ? is it something that you need help with , I could take it over but not sure if I could live up to your standards ,I do want civilian versions too but of course I would need some with warpaint

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Thanks BraTTY.

No I doubt that I will get it finished to release with Utopia. I've most of the interior stuff sorted out, and will probably do it later.

The Island will be released with the following vehicles: VW beetle, Lincoln Town Car Diplomat version, Hughes 300 helicopter, TK Bedford truck, plus others. A lot of this stuff has been plaguing my harddrive for nearly two years smile_o.gif

What the others will be will depend on how I fit them on with the Mod work, which I am currently taking a short break from.

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I understand, I took a break, missed all my planned dates, but with recent increase in Pacific interests has risen,so I am keeping busy,we got some good stuff coming too!

Glad to hear your still tinkering ! Utopia will be a welcome relief from all this fighting,lol

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Yep they look great

The pic is a little dark

are they skinned in the Black Cat colours or

not skinned at all?

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Back to wheels spinning

Quote[/b] ]Few ways you can do it,

What are the other ways of doing it?

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K I also might just wait for Klinks PBY, I can keep busy with other stuff and that one looks worth waiting for. Nice work Klink...its THAT NICE !

On the wheels:

I say few ways you can do it,I am mainly referring to the detection of movement and making them roll,but also depending on the design of your aircraft.

Few things to ponder about methods and coding:

If you gear doesn't retract of course you wouldn't need a copy of the wheels.You would only need to animate the main wheels

At game startup,if the planes engine is on,chances are that it is flying,do not animate the wheels at this point and try to fix the gear down flying ofp bug

At game startup,if the plane is more than 0 meters above the ground and the engine off,its prolly placed on a carrier and you might need to remember this position

If a plane is travelling at less than its stall speed, its prolly taxiing

Once the planes height has changed it has either lifted off or crashed

The method behind my latest work is as my first post:

And the idea is ,the plane starts moving, it calls my wheels.sqs,the script cycles,animating the wheels until it has gained .5 altitude or stopped moving.

I am saying that their are a few ways to do it as you could be checking speed.altitude,rpm,dammage among other things to manipulate the movement detection

Trenchfeets ME109 we both worked out some things and is prolly the latest technology and almost the best example

(plane is unique that the gear is already retracted default tho)

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I have had a look at the P51

Honestly I hate the use of scripting (coz I don't understand 99% of it) but if thats the only way to go then I will have to take it.

Everthing re wheels rotating is yours, Bratty?

If so then it's OK they I use it?

I have also found some actual wav files for my new plane

start up and running.

Three of these babies flying overhead sounds absolutly grouse

anyway I have the engine.wav working no worries but having trouble getting start up wav to fire at the correct moment.

I assume this line would be in the eventhandlers sect.

Is there a simple 1 liner to put in here without jumping to sqs

files??

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If you used the parts of the P51 just give Trenchfeet credit,thatd be fine.

For the startup sound I would recommend the "engine" eventhandler, It will activate when the engine state changes "off" or "on", so you need to check which state it is.

A a script is really easy sometimes, I can write one here for you.And for future upgrades its better,and to do certain things, it will be needed

an example engine eventhandler:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class EventHandlers

{

engine="[_this select 0] exec ""\myaddondir\startup.sqs""";

};

};

and a easy startup.sqs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_plane = _this select 0

? isengineon _plane : _plane say "myenginesound"

its that easy!!

and heres an example of my Corsair one (i just changed it some),has a few puffs of smoke

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

_plane = _this select 0

? !isengineon _plane : exit

_plane say "Corstartengine"

_color = [1,1,1,1]

drop ["CL_basic", "", "Billboard", 1, 1, [0,2,-5.0], [0,1.4,0.2], 0, 0.1, 0.1, 1, [.7,4,.5],[_color],[1,1,1],1,1,"","",_plane]

_color = [.8,.8,.8,1]

~.1

drop ["CL_basic", "", "Billboard", 1, .7, [0,2.2,-6.4], [0,.7,0.1], 0, 0.1, 0.1, 1, [.7,4,.5],[_color],[1,1,1],1,1,"","",_plane]

_color = [.7,.7,.7,1]

~.1

drop ["CL_basic", "", "Billboard", 1, .5, [0,2,-6.4], [0,1,0.2], 0, 0.1, 0.1, 1, [.7,4,.5],[_color],[1,1,1],1,1,"","",_plane]

~.01

drop ["CL_basic", "", "Billboard", 1, .5, [0,2,-6.4], [0,1,0.2], 0, 0.1, 0.1, 1, [.2,.4,.1],[_color],[1,1,1],1,1,"","",_plane]

~.01

drop ["CL_basic", "", "Billboard", 1, .5, [0,2,-6.4], [0,1,0.2], 0, 0.1, 0.1, 1, [.2,.3,.1],[_color],[1,1,1],1,1,"","",_plane]

~.01

drop ["CL_basic", "", "Billboard", 1, .5, [0,2,-6.4], [0,1,0.2], 0, 0.1, 0.1, 1, [.1,.3,.1],[_color],[1,1,1],1,1,"","",_plane]

~.01

drop ["CL_basic", "", "Billboard", 1, .5, [0,2,-6.4], [0,1,0.2], 0, 0.1, 0.1, 1, [.1,.4,.1],[_color],[1,1,1],1,1,"","",_plane]

~.01

drop ["CL_basic", "", "Billboard", 1, .5, [0,2,-6.4], [0,1,0.2], 0, 0.01, 0.1, 1, [.1,.4,.1],[_color],[1,1,1],1,1,"","",_plane]

exit

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good stuff

I was wondering bout the exhaust coz I could never get that vyfuk to work.

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Still cant get exhaust working but thats not a major problem at mo.

o2p38.jpg

Quote[/b] ]On the wheels:

I say few ways you can do it,I am mainly referring to the detection of movement and making them roll,but also depending on the design of your aircraft.

I understand all the checking hieghts etc but its the texturing sect that loses me.

I have gone over and over the wheels.sqs  and still draw a blank  crazy_o.gif

ie

Quote[/b] ]_plane setobjecttexture [34,""]

what is the 34 and 35 in reference to?

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Scud -

Bratty may know better, but I don't think vyfuk works on

planes - it's landvehicles only.

Annoyingly, you can't animate the same polygons with

two separate anims. So, you have to have (gear legs +

wheels) and (wheels) in the model at the same time. You spin

the separate wheels only during takeoff run, then make them

disappear, make the wheels that go with the legs appear, and

move those up into the wheel wells. At least, I think that's

how Bratty/Trench work their magic  smile_o.gif.

In order to do that, you have to change the texture file used

on the polygons. That is done with the setobjecttexture

command. The first parameter is a number that represents

the Nth section defined in the CfgModels part of the

config.cpp. The wheels in the P-51 are the 34th and 35th

selections, in that case. The second parameter is the texture

file to apply (or "" for no texture - ie invisible).

Another way of doing it is to have, say, 36 separate wheel

textures, with each one rotated 10 degrees further on from

the last. Then you swap the textures on the wheels with a

delay between swapping depending on the plane speed. You

may not need the full 360 degree rotation if the wheels

are rotationally symmetric at a lower angle.

Hmm, I recognise that plane. Nice choice for WW2 close air

support - rockets and bombs?

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Thanks Footmunch

You have cleared up a few foggy areas for me.

Making the models I enjoy biggrin_o.gif

its making 'em work that I hate crazy_o.gif

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Hi scud great work there! If you hit the wall again email me and i'll help you add the animations   wink_o.gif

(Or even if you need help add me to your msn trenchfeet@hotmail.com )

Its all jus an eye trick, if you look at the p-51's checkgear script that starts the wheel animation and constantly checks when its ready to sart the wheels rolling

oh an Colonel_Klink  rock.gif

WHAT A BEAUIFUL ADDON,

please don't let that go to waste on your hd, if you get sick of it, im sure me or bratty could help you out

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Thanx for the offer Trenchfeet, much appreciated.

I had given it a rest for a couple of days coz it was giving me a headache.

Did some work on another model, totally unrelated to war and wheels lol.

f1s.jpg

F1 Racing Boats

Mate these babies hoot, had them over 180 on the water

fast acceleration, sounds great and AI can drive 'em fairly well.

(been good stress relief)

crazy_o.gif

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