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orson

Tank track rotation speed

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I made a posh new pair of tank tracks , but now i find the animation no longer matches the speed of the vehicle or wheels turning , any ideas on how to set the speed of the animation rotation ?

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Not sure m8, maybe steerAheadSimul or steerAheadPlan, don't know. I have never worked on a tank tounge_o.gif You have in this code the main config tank functions smile_o.gif

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

{

vehicleClass="Armored";

icon="tank";

outGunnerMayFire=0

displayName="$STR_DN_TANK";

nameSound="tank";

accuracy=0.120000;

getInRadius=3.500000;

fuelCapacity=700

irScanRangeMin=500

irScanRangeMax=4000

irScanToEyeFactor=1

armor=400

armorStructural=2.000000;

class HitEngine

{

armor=0.800000;

material=60

name="engine";

passThrough=1

};

class HitHull

{

armor=1

material=50

name="hull";

passThrough=1

};

class HitTurret

{

armor=0.800000;

material=51

name="turet";

passThrough=1

};

class HitGun

{

armor=0.600000;

material=52

name="gun";

passThrough=1

};

class HitLTrack

{

armor=0.600000;

material=53

name="pasL";

passThrough=1

};

class HitRTrack

{

armor=0.600000;

material=54

name="pasP";

passThrough=1

};

armorHull=1

armorTurret=0.800000;

armorGun=0.600000;

armorEngine=0.800000;

armorLights=0.400000;

armorTracks=0.600000;

extCameraPosition[]={0,1.500000,4294967287};

class ViewPilot: ViewPilotBase

{

initAngleX=7

minAngleX=4294967281

maxAngleX=25

initAngleY=0

minAngleY=4294967206

maxAngleY=90

};

class ViewOptics: ViewOpticsBase

{

initFov=0.300000;

minFov=0.070000;

maxFov=0.350000;

};

cost=1000000

steerAheadSimul=0.400000;

steerAheadPlan=0.600000;

predictTurnSimul=1.200000;

predictTurnPlan=1.800000;

soundEnviron[]={"Vehicles\OldRolling_Treads1",0.316228,0.700000};

soundEngine[]={"Vehicles\OldIdle1",0.316228,1};

soundCrash[]={"Vehicles\crash_small2",0.316228,1};

soundGear[]={"Vehicles\Gear_Trans1",0.003162,1};

soundDammage[]={"Objects\alarm_loop1",0.010000,1};

hasGunner=1

hasCommander=1

nightVision=1

forceHideGunner=1

driverAction="ManActCargo";

gunnerAction="ManActCargo";

commanderAction="ManActCargo";

driverInAction="ManActCargo";

gunnerInAction="ManActCargo";

commanderInAction="ManActCargo";

simulation="tank";

formationX=20

formationZ=30

precision=5

brakeDistance=15

maxSpeed=80

class TurretBase

{

gunAxis="OsaHlavne";

turretAxis="OsaVeze";

soundServo[]={"Vehicles\gun_elevate",0.031623,1.000000};

gunBeg="usti hlavne";

gunEnd="konec hlavne";

minElev=4294967292

maxElev=20

minTurn=4294966936

maxTurn=360

body="OtocVez";

gun="OtocHlaven";

};

class Turret: TurretBase {};

class ComTurret

{

turretAxis="OsaVelitele";

gunAxis="OsaHlavneVelitele";

soundServo[]={"Vehicles\gun_elevate",0.000316,1.200000};

gunBeg="usti hlavne";

gunEnd="konec hlavne";

minElev=4294967292

maxElev=20

minTurn=4294966936

maxTurn=360

body="OtocVelitele";

gun="OtocHlavenVelitele";

};

canFloat=0

weapons[]={"Gun120","MachineGun12_7"};

magazines[]={"Heat120","Shell120","MachineGun12_7"};

type=1

threat[]={0.700000,1,0.300000};

camouflage=8

audible=6

hideProxyInCombat=1

driverOpticsModel="optika_tank_driver";

gunnerOpticsModel="optika_tank_gunner";

commanderOpticsModel="optika_tank_driver";

driverOpticsColor[]={0,0,0,1};

gunnerOpticsColor[]={0.910000,0.230000,0.230000,1};

commanderOpticsColor[]={0.910000,0.230000,0.230000,1};

class Wheels

{

rotR[]={"kolL1","kolL2","kolL3","kolL4","kolL5","kolL6","kolL7","kolL8"};

rotL[]={"kolP1","kolP2","kolP3","kolP4","kolP5","kolP6","kolP7","kolP8"};

upDownL[]={"koloP1","podkoloP1","koloP2","podkoloP2","koloP3","podkoloP3","koloP4","podkoloP4","koloP5","podkoloP5","koloP6","podkoloP6","koloP7","podkoloP7","koloP8","podkoloP8"};

upDownR[]={"koloL1","podkoloL1","koloL2","podkoloL2","koloL3","podkoloL3","koloL4","podkoloL4","koloL5","podkoloL5","koloL6","podkoloL6","koloL7","podkoloL7","koloL8","podkoloL8"};

};

class GunFire: WeaponFireGun {};

class GunClouds: WeaponCloudsGun {};

class MGunFire: WeaponFireMGun {};

class MGunClouds: WeaponCloudsMGun {};

class HatchDriver

{

selection="poklop_driver";

axis="osa_poklop_driver";

angle=4294967196

};

class HatchCommander

{

selection="poklop_commander";

axis="osa_poklop_commander";

angle=4294967196

};

class HatchGunner

{

selection="poklop_gunner";

axis="osa_poklop_gunner";

angle=4294967196

};

class IndicatorSpeed

{

selection="ukaz_rychlo";

axis="osa_rychlo";

angle=4294967056

min=0

max=16.670000;

};

class IndicatorSpeed2

{

selection="ukaz_rychlo2";

axis="osa_rychlo2";

angle=4294967056

min=0

max=16.670000;

};

class IndicatorRPM

{

selection="ukaz_rpm";

axis="osa_rpm";

angle=340

min=0

max=1

};

class IndicatorRadar

{

selection="ukaz_radar";

axis="osa_radar";

angle=4294966936

min=0

max=1

};

class IndicatorWatch

{

hour="hodinova";

minute="minutova";

axis="osa_time";

reversed=0

};

class IndicatorTurret

{

selection="ukazsmer";

axis="osa_ukazsmer";

angle=360

min=0

max=6.283185;

};

class CargoLight

{

color[]={0,0,0,0};

ambient[]={0.600000,0,0.150000,1};

brightness=0.007000;

};

transportMaxMagazines=50

transportMaxWeapons=10

};

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Thanks for the reply MiG , but its not config related(as far as i know)

I believe the speed of the animation on the tracks is determined by the size of the texture .

Can someone please confirm this ( or set me straight if its not )

I also would like to know what defines the rotation direction of the track anim ?

Seems like the only people that read the boards are those looking for help ... wheres all the Guru's and Dev's ?

ghostface.gif

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Orson - It could be related to 'wheelCircumference' (IIRC -

search in CfgVehicles.hpp for it). You could try changing

that...

I think the rotation is 'forward = anti-cw' looking from

the left of the p3d. It may be hard-coded.

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Hmm , thanks for the lead , i will investigate

Thanks for the answer Mr Foot

I have never encountered wheel size while making a vehicle but it would sure make sense .

I'll be back..............

Back

It seems wheel circumferance is only relevant to trucks and cars etc , where the tread pattern is shown.

I have checked loads of addons , official and unofficial

and it seems some get the tracks to move the right speed , and some dont .

It cant be random , there must be a formula to work to ..

Please , its my last hurdle to get over .. someone must know.

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My fear is that it cant be done , having looked at the BIS stuff , seems they couldnt even get it sorted .

Waaa sad_o.gif

*edit*

Just experimented further and it seems non of the original BIS tracked vehicles have a synchronised movement related to the wheels or speed of the vehicle.

Either the outer track moves slower than the side faces , or in the case of the BMP's the side faces apear to pulse outwards .

But in all cases the vehicles tracks are not "laid" as they would in real life , more that it glides over the terrain.

This is a plea to all Addon makers who specialise in tracked vehicles , if you know how its done.. please let me ( and BIS ) know . If not .. lets try and pool knowledge and crack it..if it can be cracked .

    If any of the community know of any addons that do have a syncronised track .... post which one here so that the makers can be interig... asked how .

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Could it be the distance between 'kolo' sections (ie polysize)?

Or the size of the texture applied?

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I guess this has somewthing to do with U-V-mapping of the texture. I think that the movement of the track is simulated by changing the U-V-mapping in-game. If you experiment with the U-V-Mapping of the track parhaps you get it done right.

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Well i made this without using gizmo mapping if thats what you mean by U-V , if not what is U-V and how do i adjust it ?

The technique i used for these is to just initialy make a band with only an outside face , then select each part and "look at face" ,and map the texture in the right place so it gives continual anims.

 This seems to work apart from the speed , atm my tracks rotate at the same speed as the BIS M2A2 , the Cmbt M2A2 and lots of others...

From my experiments i found it doesnt matter how big you map the texture on , i.e you can lay 2 big track pads or 100 , it still rotates at thesame speed.

I hear what you are saying about texture size , and maybe its the size in actual pixles ..

I really wish the Devs would release a handbook , i would look a lot younger if this was explained properly ghostface.gif

track1.JPG

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I found the answer by checking RHS T55 as it seems they are the only crew that got it working.

It is texture size as was mentioned earlier .

A tutorial needed asap

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LOL !! I really wouldnt have a scooby doo mate !!

It falls into the "it works" but i dont know how.

Before my track texture was one link

Now i tiled that to make 6 links on one texture .

But they are now to close together...  so its just going to be

trial and error to get it right.

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I'd be very interested to know this forumla too since I'm building a scorpion from scratch.

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M8 dont worry , i havnt been deaf to your plight , and i realise you need help with textures etc , well as soon as i can i will produce a tutorial explaining what i have learned to this point   sad_o.gif (lol)

This dudes got some very usefull tutorials smile_o.gif

http://fab.ofp.free.fr/

loads of links

http://www.freewebs.com/samu_ofp/links.htm

About the tracks , i will be making a template for 6 , 5 and 4 road wheel tracks that will be easy to use , plus a tute on how i made them.

But i have to say , most that i know i have learnt from my peers and this info is still all here somewhere  smile_o.gif

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Nice one.

I've got the tracks sorted and have textured my wheels OK (I think) so far, but one thing I have noticed is that the wheel suspension has quite a lot of travel in it - so much in fact that the top of my wheels come through the upper track on rough terrain at speed.

I expect this is because the scorpion is such a small vehicle.

What config value (if there is one) do I need to alter?

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Nice one.

I've got the tracks sorted and have textured my wheels OK (I think) so far, but one thing I have noticed is that the wheel suspension has quite a lot of travel in it - so much in fact that the top of my wheels come through the upper track on rough terrain at speed.

I expect this is because the scorpion is such a small vehicle.

What config value (if there is one) do I need to alter?

cant do anything about that sad_o.gif

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OH well, I could always stick some skirts on to hide it I suppose - not very authentic however.

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How's that tutorial coming along? My track doesn;t animate at the right speed either :/

Also I created my sidewall textures the wrong way round (I drew them vertically instead of rotated 90 degrees right) so my sidewalls animate bottom to top instead of left to right (looking at the lower segments of the track).

doh!

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Sorry to dig up this "older" topic.

But we have the problem with the BWMod Marder and the BWMod Leopard 1A5.

Is there a perfect soloution found and how to fix that "bug".

Every help is welcome!

MfG Lee smile_o.gif

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There is a solution , but its far from perfect  smile_o.gif

It seems that the track rotation speed , or rather the speed that the texture rotates around the track model , is determined by the size of the texture used ..

On the Warrior i made , i used a texture that was 6 track links combined , and using O2's tiling ability just laid it over .

one thing to remember is direction --- the direction the texture is laid determines track direction so make sure you tile in the right way .

In the example below , i took one track link and had to scale it down so that 6 links fit on the same file , then take that to the model and up scale it to the right size , if you know how many links in RL then its not too hard to get the right amount , if you find that the track rotates slower than it should ... then include more links to the texture , if its too slow then add some ... afraid its trial and error as i dont have a set guide to give you.

track.jpg

 and is looks like this when completed , I know you guys have a lot of time behind you as a team so i wont go into the "how to texture a track"  , but if you are still unsure i can try and get a tute together explaining in more detail ( i made one before but it was fairly poor as an explanation .)

track1.JPG

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