Plane

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Plane // Interactive Artwork

1  |  

Post by roman // May 26, 2006, 2:50pm

roman
Total Posts: 320
Here is a plane scene. Import it to scene library and load it. Then click on "View from plane" button. Your 3D view should switch to plane. You can move back with view widget to see plane better.


Then start physics. If you don't change anything, plane should land quite well. Stop physics and launch it again. Use the bottom slider to control ailerons on front wings, the middle one to control rudder and the top slider to control elevator.


Note: plane is breakable, so if you land too hard it break apart. Don't switch to Modeler as it is not compatibile with old structures and Modeler 'd destroy the plane.

___________________________________________


Interestingly on my core duo laptop with 7800 GO I crash a lot though I find controls working well and quite sensitive. Either I am a poor pilot of my laptop is just too fast


What I would like to see from you guys is some better looking planes like a glider, airliner or fighter plane. Also it would be nice to have some nice scene to fly trough, maybe with balloons and crackable eggs to hit. I think we got some balloons and eggs in trueplay portal.

Post by Délé // May 27, 2006, 4:04am

Délé
Total Posts: 1374
pic
This is great Roman. :) It's pretty fun. I can almost land the plane without breaking it but not quite. I'll have to practice a bit more. It will be interesting to see the things people come up with for it.

Post by GraySho // May 27, 2006, 5:34am

GraySho
Total Posts: 695
pic
It crahses on mine all the time, even if I don't touch the controls. Maybe the physic behaviour depends on machine specs? Also, it's a bit hard to land it manually without a visible shadow. The plane lands too far away from the shadow casting lights.


It would be interesting to build a little airfield, and lot of obstacles around it, so you have to land on the airfield. Instead of sliders, a joystick control would be really :cool: , or at least keyboard controls :rolleyes: This could be pushed really far :)

Post by trueBlue // Jun 2, 2006, 10:57am

trueBlue
Total Posts: 1761
pic
I hacked the P-51 model that comes with trueSpace to make an interactive version, complete with ailerons, flaps, elevator, rudder, propeller, and wheels and made a recording of the controls in action.

I was hoping that someone would be willing to show me how I could hook up the controls that uses the Object's axis. The way it is now when you expand thier matrix it uses the World's axis, which will not work with this model. Also I was hoping to make the propeller spin faster. And in the end if the above is possible, make a Physical simulation with the controls hooked up to the keyboard.

Post by Délé // Jun 5, 2006, 8:51am

Délé
Total Posts: 1374
pic
I've been kind of busy lately but I finally got a chance to look at this.


Unfortunately I don't believe that there is currently a way to access the "object" coordinates for an object from the node (maybe through script but I'm not sure). I too am hoping that object coordinates can be added to the nodes as it would be very useful. I tried to write a script to work around this (which I believe is possible) but I haven't worked out the equation yet.


As for the propeller, I think the "triggered loop" would work well and you could filter the timer through a "speed controller" to adjust the speed.


Keyboard controls of the airplane parts should be possible too. Perhaps Johnny's 3d Tetris script could give more insight on how to achieve that.


hth

Post by trueBlue // Jun 5, 2006, 1:51pm

trueBlue
Total Posts: 1761
pic
Thank you for taking a look Dele.
Tomas replied to an email I had sent to him about this and has said it is possible, but this is way over my head. I hope he does not mind, but this is what he said so far.

first a bit of math... say that you have a point a=(x,y,z) on your object. This object is positioned by vector T1, rotated and scaled to some position by matrix M1. the position of transformed "a" is a*M1 + T1. If the object is more deeper in the hierarchy, then there are another matrices and vectors for each level, the resulting point is then ((a*M1 + T1)*M2 + t2).. . Now let's say that you want object X axis: x axis is (1,0,0) in object space. it is a vector so it is transformed without adding translation. object X axis in world space is then (1,0,0)*M1*M2*... . When you look at it, M1 contains object axes as a rows... Because you don't want to enter transformations as a matrix, there are nodes to decompose and compose matrices from more convenient parameters like angle, ... .
Euler transform node makes the multiplication. It takes parent transform(owner matrix) (in our case M2*M3*... ) and multiplies it with M1 (local or child transform). The output is set to world matrix (as it transforms point from object space to world space).
the best idea is to expand the matrix and set angles directly. the another way is to perform this thru the script where you can directly compose the matrix and set it to the connector.

Post by SteveBe // Jun 8, 2006, 12:46am

SteveBe
Total Posts: 282
pic
Very cool sim, thanks Roman! I added a terminal and runway to start.
I converted to a record file and showed the controls for people with truePlay only.
You need to disable the grid for the runway to show properly.

Post by roman // Jun 15, 2006, 1:59pm

roman
Total Posts: 320
I hacked the P-51 model that comes with trueSpace to make an interactive version, complete with ailerons, flaps, elevator, rudder, propeller, and wheels and made a recording of the controls in action.

What a nice "hack" this is:) I will contact our developers to see if they can help.

Post by roman // Jun 15, 2006, 2:01pm

roman
Total Posts: 320
Very cool sim, thanks Roman! I added a terminal and runway to start.

Very cool terminal. I could not land properly I just miss that gas pedal. Again, I will bring it up with developers. Thanks for making this scene.

Post by trueBlue // Jun 15, 2006, 2:12pm

trueBlue
Total Posts: 1761
pic
Thanks Roman,
Here is another more simplier airplane. This one does not need the Object's coordinates to adjust the controls. I have not been able to apply the physics correctly to it yet.

Post by trueBlue // Jun 25, 2006, 10:28am

trueBlue
Total Posts: 1761
pic
I added a Sky dome and few other goodies.

Post by SteveBe // Jun 25, 2006, 12:51pm

SteveBe
Total Posts: 282
pic
Works great trueBlue! I opened another 3D window docked it and set it to the Tower View.

I think I'll work on some low poly hangers next. Also I think I'll make the runway a lighter grey
so you can see the plane's shadow when it gets close to the runway.

Post by Cayenne // Jun 26, 2006, 2:25am

Cayenne
Total Posts: 144
pic
Really great fun, this would make an excellent ongoing collaborative project for a shared space.

Post by trueBlue // Jun 30, 2006, 8:35am

trueBlue
Total Posts: 1761
pic
I uploaded the Airport scene to the MaintSPortal in the Workshops. There is a big difference in the way this simulation works on my computer and on the server. On my computer it takes 120 seconds to complete the landing. On the server it takes 15 seconds to land and then it gets stuck in the middle of the landing. Which is less realistic. Also the scene does not open from the EntryCamera. Any ideas?

Post by Cayenne // Jun 30, 2006, 10:10pm

Cayenne
Total Posts: 144
pic
I 'll take a look .............,


Initial findings here are the timings seem different when run local and also when run from sSpace. I do not get the 120 secs from start to touch runway local it is about 27secs, and possibly an additional 5 secs difference in sSpace so I do not fully know here what is occuring.

But yes the plane seems to stick / lose momentum as it coasts down the runway.


I think maybe the physics need tweaking to run for sSpace specificaly.

have any additional objects been added to the scene after it was placed to sSpace.



I am not sure why the entry camera is not being used as default when scene is opened, it may need naming to EntryPoint in the button script and the space.


If you rebuild the space using the same objects from your library rather than load entire scene if you have them, is there any differences in the speed locally and in shared space.

Post by trueBlue // Jul 1, 2006, 6:47pm

trueBlue
Total Posts: 1761
pic
Hello Paul, thanks for taking a look.

Have any additional objects been added to the scene after it was placed to sSpace?
No. But I have not been able to log into shared space since Thursday.

I am not sure why the entry camera is not being used as default when scene is opened, it may need naming to EntryPoint in the button script and the space.
It is the EntryPoint camera, I miss quoted it.

If you rebuild the space using the same objects from your library rather than load entire scene if you have them, is there any differences in the speed locally and in shared space.
If I do that then the physics gets out of wack. But I have loaded all other objects before with no real difference.

I was wondering... who started this project?
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn