3D Modelling, Post your 3D models! (Cars, Planes, People, Landscapes etc!)

This bug I know about. I suspect that it is related to the length of the engine sound sample. What I've found is that if you restart the engine too soon after it has cut off, you get no engine sound. I'm thinking of two possible ways to fix it: 1. There's some setting in the way the sounds are played that isn't right - find what it is and fix it. 2. Make the sound sample shorter.



That is actually just an incorrect label, because the clutch label on the screen does actually show the braking force. Space is mapped to the handbrake (which doesn't really work like it should so I should just disconnect it until I've fixed it). Fix: Change the label.



I can't seem to recreate this one. Could you try to do it again and take a screenshot?



Nicely spotted! I guess there's a badly formulated if formula in the speed calculation. Fix: Search and destroy.



Did that happen during normal driving? Were you near any wall or the ramp? It looks like the car has gone through the world, which used to happen a lot before I changed the collision settings, but I haven't seen it since then. An optional theory is that the physics calculation got a hiccup and forgot to calculate the ground or a couple of wheels for a frame or two.

Thanks for the bug report! 👍



I'm thinking it could be used as an adventure game, but controlling a car instead of a character. Solve different tasks to move on to the next level, or something like that. An rc car could be pretty good for that type of game. If you only have a limited amount of fuel I think it could work pretty good as a game. And I could get rich selling extra fuel for microtransactions :D

When you say "you need the force to change gear", do you mean the engine power is too low?



No i mean i am not used to using keypad to do all the gear stuff ... i only ever used that to type part numbers in work.
Like playing the game twister with my hand lol ... but that is not a issue just not used to it
 
No i mean i am not used to using keypad to do all the gear stuff ... i only ever used that to type part numbers in work.
Like playing the game twister with my hand lol ... but that is not a issue just not used to it

Yeah, it is pretty complicated stuff. I play the bassoon though so I'm used to tricky fingering :lol:

640px-Bassoon_Fingerings_F-A.png
 
Yeah, it is pretty complicated stuff. I play the bassoon though so I'm used to tricky fingering :lol:

640px-Bassoon_Fingerings_F-A.png

You read Egyptian hieroglyphic too.... lol your mr's eran must be a very happy lady .. just one question what's a basson lol like a digaredoo?
 
Did you model the car after an EF civic?

Peugeot 106 :) With correct power, weight, gear ratios and drag.

I think I have identified that -3000 km/h bug, it turns out that it's my clutch script that's causing it, because it's dividing by zero.
 
How did the universe not collapse into self?

Because it's programmed to ignore calculations containing /0. If it had attempted to execute it we would all be dead by now.

(Edit: Some say that Big Bang was nothing but the result of a computer attempting to divide by zero)

@vasiliflame Here's a couple of bassoons

 
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Peugeot 106 :) With correct power, weight, gear ratios and drag.

I think I have identified that -3000 km/h bug, it turns out that it's my clutch script that's causing it, because it's dividing by zero.

I noticed that the RPM sometimes goes absolutely nuts, usually after a crash. It goes into the millions, and the vehicle won't move. I didn't get to try it enough to replicate it 100% of the time in a certain scenario, but if I get to, I'll let you know.
 
I noticed that the RPM sometimes goes absolutely nuts, usually after a crash. It goes into the millions, and the vehicle won't move. I didn't get to try it enough to replicate it 100% of the time in a certain scenario, but if I get to, I'll let you know.

Probably related to the clutch script as well. What happens is that when the /0 error is established, the computer will simply ignore that calculation for the rest of the simulation and stop updating the values that depends on it. I have made a temporary fix by creating an exception telling the computer to divide by 1 instead of 0. But since there's a greater issue with the entire negative speed thing I'm actually going to rewrite the entire script from scratch and try to get it right from the start.
 
Probably related to the clutch script as well. What happens is that when the /0 error is established, the computer will simply ignore that calculation for the rest of the simulation and stop updating the values that depends on it. I have made a temporary fix by creating an exception telling the computer to divide by 1 instead of 0. But since there's a greater issue with the entire negative speed thing I'm actually going to rewrite the entire script from scratch and try to get it right from the start.

ouch! how many line's did you have?
 
Well you still gotta make sure it work's.. it's a bit more involved than that but i like your modesty :D i break a lot of script's with copy and paste.
 
So, I'm experimenting with engine braking. I have set an arbitrary value for engine braking, and then I'm multiplying it with the RPM of the engine (because the faster the engine speed, the faster it needs to pump the air) and then I'm dividing it with the throttle position (because the more closed the throttle is, the harder it is to pump the air).

The result is the following graph, where the torque for different RPM and different throttle position is plotted. For instance, at 6600 rpm and about 20% throttle, the engine produces just enough power to pump the air, so the torque and the engine braking are equal and the output is 0. If the throttle is closed more than that the engine braking becomes greater than the torque produced by it and the output becomes negative. At 600 rpm the torque is never negative because the engine speed is so slow that the torque produced is greater than the force required to pump the air.

Does this make any sense, or is there some big flaw with my reasoning that I'm blind to?
Here is a 3D model of the engine output. % is the throttle (100% = max throttle, 10% = idle), red is negative torque.

engine3d.jpg


Power:

engine3d2.jpg


Edit: I made a pretty stupid mistake. To get the BHP I took torque * rpm / 5252, but that only works if the torque is in lb ft. I'm using Nm, so the correct calculation would be torque * rpm / 7120.91. It's corrected now, good thing I spotted it :P
 
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So, I'm experimenting with engine braking. I have set an arbitrary value for engine braking, and then I'm multiplying it with the RPM of the engine (because the faster the engine speed, the faster it needs to pump the air) and then I'm dividing it with the throttle position (because the more closed the throttle is, the harder it is to pump the air).

The result is the following graph, where the torque for different RPM and different throttle position is plotted. For instance, at 6600 rpm and about 20% throttle, the engine produces just enough power to pump the air, so the torque and the engine braking are equal and the output is 0. If the throttle is closed more than that the engine braking becomes greater than the torque produced by it and the output becomes negative. At 600 rpm the torque is never negative because the engine speed is so slow that the torque produced is greater than the force required to pump the air.

Does this make any sense, or is there some big flaw with my reasoning that I'm blind to?
Here is a 3D model of the engine output. % is the throttle (100% = max throttle, 10% = idle), red is negative torque.

View attachment 314161

Power:

View attachment 314167

Edit: I made a pretty stupid mistake. To get the BHP I took torque * rpm / 5252, but that only works if the torque is in lb ft. I'm using Nm, so the correct calculation would be torque * rpm / 7120.91. It's corrected now, good thing I spotted it :P


Well the only thing i say is that 600 rpm isnt a good idle rpm for a 106 depending on engine size should be at around 900 to 1000 rpm ... I have owned a lot of real Peugeot's when i was a teenager every style of 205 accept a diesel. If it's carb i'd go 1,000 if injection go 900...

Here is a picture that captured a end of a era for me ... that was my last 205 and it's replacement :D
scoobpug.jpg

in the background under the sheet is my 205 gti 1.9
front2.JPG
front5.JPG
 
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Well the only thing i say is that 600 rpm isnt a good idle rpm for a 106 depending on engine size should be at around 900 to 1000 rpm ... I have owned a lot of real Peugeot's when i was a teenager every style of 205 accept a diesel. If it's carb i'd go 1,000 if injection go 900...

Here is a picture that captured a end of a era for me ... that was my last 205 and it's replacement :D
View attachment 314235
in the background under the sheet is my 205 gti 1.9
View attachment 314236 View attachment 314237

Yeah, I'm thinking that an idle speed of 900-1000 would be good. It can be tuned by adjusting the size of the throttle bypass.

Nice 205! Were there any original parts still on it by the time you replaced it? :lol:
 
Yeah, I'm thinking that an idle speed of 900-1000 would be good. It can be tuned by adjusting the size of the throttle bypass.

Nice 205! Were there any original parts still on it by the time you replaced it? :lol:

Erm the bonnet even the roof was changed :D ... but the 205 gti was a low mile standard minty :D got 3g's for it.

Maxpower generation :D but the scoob was standard but all engine mod's roughly 400bhp stealth well as stealth as the god of thunder lol..

On a side note, i think i have improved the dynamic sky's do this look better ? Frame rate without frap's is a lot higher

 
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Erm the bonnet even the roof was changed :D ... but the 205 gti was a low mile standard minty :D got 3g's for it.

Maxpower generation :D but the scoob was standard but all engine mod's roughly 400bhp stealth well as stealth as the god of thunder lol..

On a side note, i think i have improved the dynamic sky's do this look better ? Frame rate without frap's is a lot higher



That looks better, but I think that the night should be more or less pitch black (and then you can add light sources on top of that, like lamps, or moonlight). Part of what makes driving at night so special is that you can't really see anything other than what's reflecting from your headlights.
 
That looks better, but I think that the night should be more or less pitch black (and then you can add light sources on top of that, like lamps, or moonlight). Part of what makes driving at night so special is that you can't really see anything other than what's reflecting from your headlights.

Night is not pitch black though more of a navy blue due to our atmosphere and moonlight ...all i have to do is drop moon light to zero but the light's that's supplied with unity3d free version are poor as with the headlight's in the demo so it's catch 22 ... unless i buy pro version not sure how to overcome it at this point . a little ambient light help's :( not that bright is it


edit: no your right with my room light on it looks dark turn the room light off and there's too much ambient light .. have to test it in the dark :P

Edit2: Well that map i started a while ago only just finished texturing it .... now just need to create the normal map's then i'll call that 30% done
Untitled.png



Edit: i deleted it by mistake grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
 
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Night is not pitch black though more of a navy blue due to our atmosphere and moonlight ...all i have to do is drop moon light to zero but the light's that's supplied with unity3d free version are poor as with the headlight's in the demo so it's catch 22 ... unless i buy pro version not sure how to overcome it at this point . a little ambient light help's :( not that bright is it


edit: no your right with my room light on it looks dark turn the room light off and there's too much ambient light .. have to test it in the dark :P

Edit2: Well that map i started a while ago only just finished texturing it .... now just need to create the normal map's then i'll call that 30% doneView attachment 314499


Edit: i deleted it by mistake grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr

Run a data recovery, also did you do Shift+delete or just delete?
Also check the program for any auto saves.
 
I'm still working on the engine braking. It's pretty hard when there's no dynamometer data to look at :/

Does this make any sense:

torque.jpg

The chart shows Nm and BHP at full throttle (black) and at idle (red). What I've done is that I've let the engine braking force increase exponentially with rpm. I don't know if that's completely wrong or not, but the problem I had before when I gave it a linear increase was that the Nm output of the engine increased faster than the engine braking, so it was impossible to set an idle speed less than 2000 rpm (that's where the torque curve starts the level out).

The problem I have now is that I'm not sure if the high end of the spectrum is realistic. At 7000 rpm with a closed throttle there'd be 60 Nm of braking force. Does that sound like an awful lot?
 
Run a data recovery, also did you do Shift+delete or just delete?
Also check the program for any auto saves.


No even worse I lost the height data.. so it went completely flat ... I still have the raw file but it's all the editing I did to it to make it smooth adding valleys and normalising the spiky bits .... and adding erosion detail's my fault as I done it by hand with a brush tool. going to see if I can find a tool to automate it as I don't want to do that again.


I'm still working on the engine braking. It's pretty hard when there's no dynamometer data to look at :/

Does this make any sense:

View attachment 314802
The chart shows Nm and BHP at full throttle (black) and at idle (red). What I've done is that I've let the engine braking force increase exponentially with rpm. I don't know if that's completely wrong or not, but the problem I had before when I gave it a linear increase was that the Nm output of the engine increased faster than the engine braking, so it was impossible to set an idle speed less than 2000 rpm (that's where the torque curve starts the level out).

The problem I have now is that I'm not sure if the high end of the spectrum is realistic. At 7000 rpm with a closed throttle there'd be 60 Nm of braking force. Does that sound like an awful lot?


We have the same issue I have to do all my engine suff blind just mess with with value's then test .. i'l boot up my pc soon and jot down the values I have may work as a base..

So you need engine friction And engine Braking?

Dam double post : ment to edit on a phone

Edit:
settings.png


Here are the setting i have at Engine friction is a percentage so is Rpm Friction ... but inertia is calculated in Kilograms.with the setting's like this it isn't perfect but it roll's and slow's down almost like a real car.
 
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No even worse I lost the height data.. so it went completely flat ... I still have the raw file but it's all the editing I did to it to make it smooth adding valleys and normalising the spiky bits .... and adding erosion detail's my fault as I done it by hand with a brush tool. going to see if I can find a tool to automate it as I don't want to do that again.





We have the same issue I have to do all my engine suff blind just mess with with value's then test .. i'l boot up my pc soon and jot down the values I have may work as a base..

So you need engine friction And engine Braking?

Dam double post : ment to edit on a phone

Edit:
View attachment 314833

Here are the setting i have at Engine friction is a percentage so is Rpm Friction ... but inertia is calculated in Kilograms.with the setting's like this it isn't perfect but it roll's and slow's down almost like a real car.

The question is how much engine braking that is realistic. I did a quick decceleration test in GT6 and it seems like the Peugeot 106 rallye does about -6 bhp at 7-5k rpm. If that's accurate to real life then my engine braking is off by a factor of 10 :P

Edit: Ok, now it's been adjusted to match the -6 bhp mark.

torque2.jpg


And here's a close-up on the low rpm, the idle rpm is right where the red line crosses the 0 Nm axis by the 1000 rpm mark:

idle2.jpg
 
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The question is how much engine braking that is realistic. I did a quick decceleration test in GT6 and it seems like the Peugeot 106 rallye does about -6 bhp at 7-5k rpm. If that's accurate to real life then my engine braking is off by a factor of 10 :P

Edit: Ok, now it's been adjusted to match the -6 bhp mark.

View attachment 314865

This is a problem that affect's big developer's too, trying to get a car to drive on screen as it do in reality, It will come to a point were your just bogged down, also it take's more resources to implement a totally realistic behavior as physic's are resource hungry.. what engine are your trying to emulate is it the 1.4 or the 1.1 .. i only have experience with the Xu engine's as the lowest engine size i had with my 205's was the 1.4 xs but man that thing revd hard and flew. here is some data http://en.wikipedia.org/wiki/PSA_XU_engine

I am looking at semi sim myself or sim cade as i haven't got the knowledge or brain power do all that on my own. As long as the car has real power value's and gear ratio's and suspension setting i think you can fudge the rest to make it fun to drive... after all games are supposed to be fun :D

So jealous of your chart's thow as all i got is that power curve :( the curve in your graph look's much better not such a dramatic drop... Ps are you still using manual clutch ?
 
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This is a problem that affect's big developer's too, trying to get a car to drive on screen as it do in reality, It will come to a point were your just bogged down, also it take's more resources to implement a totally realistic behavior as physic's are resource hungry.. what engine are your trying to emulate is it the 1.4 or the 1.1 .. i only have experience with the Xu engine's as the lowest engine size i had with my 205's was the 1.4 xs but man that thing revd hard and flew. here is some data http://en.wikipedia.org/wiki/PSA_XU_engine

I am looking at semi sim myself or sim cade as i haven't got the knowledge or brain power do all that on my own. As long as the car has real power value's and gear ratio's and suspension setting i think you can fudge the rest to make it fun to drive... after all games are supposed to be fun :D

So jealous of your chart's thow as all i got is that power curve :( the curve in your graph look's much better not such a dramatic drop... Ps are you still using manual clutch ?

I guess "realistic enough" is the keyphrase :)

The torque curve I found is for a 1.6 liter engine, so that's why I'm replicating. I'm still working on the engine script, but the plan is to use manual clutch, like I did in the old script. I'm not sure what the outcome is going to be, but the aim is to build each component as realistic as possible and then connect them all.
 
I guess "realistic enough" is the keyphrase :)

The torque curve I found is for a 1.6 liter engine, so that's why I'm replicating. I'm still working on the engine script, but the plan is to use manual clutch, like I did in the old script. I'm not sure what the outcome is going to be, but the aim is to build each component as realistic as possible and then connect them all.


Yeah you have to draw a line some where :P ... try using auto for testing so at least the gear change and clutch is consistent that has helped me a lot...
 
only took 3 hours this time .. found a kit called unity terrain tool kit that automated most of the stuff i hand painted ... also took the opportunity to use different higher quality textures ... upto 4k but i highly doubt any pc can handle this. Also a little water cheat used a animated texture on a flat plane :D
It's back baby.png
water chheat.png
 
It kind of looks like a coastline? What are you using to create this? Generated from height maps? I'm very curious.
 
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