Author Topic: cockpit, where art thou?  (Read 43731 times)

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Offline Topgun

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cockpit, where art thou?
I am looking for VA's NEW cockpit and can't find it. does anyone have a link?

 

Offline Vasudan Admiral

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Re: cockpit, where art thou?
If you mean this new internal one:

Well it's basically on hold (in the feature requests wiki page) until either a coder finds the time & desire to implement the internal cockpit system in-game, or I learn to code and do it myself. ;)
(There's a list of what would need to be done here.)

However, I realise I forgot to release the optimised externally viewed cockpit model that I made to use in conjunction with that new internal one, so here's a package containing a .blend, .cob, .3ds and BMP and DDS versions of the texture.

http://www.freewebs.com/twisted-infinities-va/MiscStuff/Cockpit.zip

It doesn't include the internal one in the pic - if you want that it's in that post I linked to, but it does include all you'd need to put cockpits in your own ships, since the internal one is intended to become to be a separate pof that the ships tbl entry can link to. :)
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Offline Topgun

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Re: cockpit, where art thou?
thanks! just what I needed!

EDIT: the link does not work.

 

Offline Vasudan Admiral

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Re: cockpit, where art thou?
Ok, something about Freewebs has changed so that remote linking files like that does not work. That just pisses me off. :hopping:
You can rightclick->save as though still.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline Topgun

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Re: cockpit, where art thou?
thanks.

 
Re: cockpit, where art thou?
 :wtf:That seems like a lot of detail almost no-one will see.
"I only miss what I don't hit."
Show me something that beats 87 BF reds and I'll show you Hateful Lies!!!

 
Re: cockpit, where art thou?
Oh wow... looks like I need to do some cockpit redoing myself  :eek:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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Re: cockpit, where art thou?
:wtf:That seems like a lot of detail almost no-one will see.
I dunno about you, but I use the hat on my joystick all the time to look around. As such, I'd kinda expect to be able to see the cockpit around me if it's visible in front of me. That and if free-look ever comes about you'd be able to look around with the mouse while flying with the keyboard/joystick. ;)

And besides that you have renders and potentially new pilot video message thingies!

And also, I just can't ever seem to bring myself to do low detail stuff anymore. :(
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Re: cockpit, where art thou?
About how many polys do you use for cockpits?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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Re: cockpit, where art thou?
I used 1500 or so for that one - but most of it is used to bevel the edges of the consoles and stuff that's right in front of you. I don't know how well bump mapping would be able to address that kinda thing though, so polycount and texture resolution would probably depend on the cockpit design. I'd recommend you use as many as it takes to make your cockpit look as real as you can reasonably make it. :)

But remember two things:
1) The feature isn't actually there yet, so there's not much of a way to test anything. I suppose if we have enough cockpits floating around though some kind coder will finish it off. :D
2) You probably realise this already, but for those who use cockpits, the thing will be in front of their face the entire time they're in-mission, so they need to look as good as you can make them. Poor quality internal cockpit views will only ever prompt people to turn them off.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Re: cockpit, where art thou?
If we're talking about a seperate model cockpit, then we could probably go up even higher, as this is a seperate ship (sorta speak)
Also hi-res textures are a must.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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Re: cockpit, where art thou?
Yeah they could definitely  go higher - I built this one with the possibility in mind that it would have to be incorporated into each model, so I kept it lower than I would have liked (some parts are too square and stuff).

Incidentally, once I'm done with the Valkyrie I'll be finishing off Raa's HTL Horus model, and part of that will involve making a Vasudan cockpit. Combine that with any you make for your stuff, UT's Viper cockpit, Nukes plans (if he hasn't actually made it already) and I think Aldo already has a couple - well there will be quite a few all ready for the feature itself to arrive. ;)

Finally - if any mods want to use in-ship cockpits, can you add your mod name to the list of supporting mods in the Wiki's feature request page? Part of the reason for that page is so coders can keep track of the 'most wanted' features, and they're more likely to pick the ones that will make more people happy! :D
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Re: cockpit, where art thou?
Question, would the original model be visible alongside the cockpit? I.E. would I have to also include parts of the ship mesh also with the cockpit?


That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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Re: cockpit, where art thou?
In my current thinking of the implementation, you would need a set of correctly shaped and named cockpit struts as subobjects of the cockpit model (we should soon be able to import subobjects into pofs using PCS2, making late additions not too troublesome since we can already move them around).

You'd do this for a few reasons:
1) They'd be better detailed than those on the actual ship pof
2) Much easier to position them nicely to obscure as little view as possible
3) Removes the big headache of figuring out how to position the internal cockpit pof inside the ship pof so that the struts are in the correct spot, but the standard externally viewed cockpit isn't all intersecting your internal pof.
4) Reusable cockpit struts - depending on the implementation, you might be able to specify which submodel of this internal cockpit would be used by individual ships

Your cockpit there looks good, but depending on how much you're willing to modify it, I'd recommend you try and add more screen-space through one of two ways:

1) Bigger console screens - my cockpit had pretty huge screen areas:



...but still ended up really cramped for space:



2) (Looks more likely in your case) Try and model in 'button functions'. As an example, the missile warning light wouldn't be on a console screen, but would be a separate button that lit up when needed.

Also, don't bother trying to make space for messages, the comm system directives or the escort list - they just take up way too much precious room. :(
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 
Re: cockpit, where art thou?
How did you get the hud to look like that or just photoshopped for the moment?

My cockpit was more based on those way overly priced cockpit models found on turbosquid.  more of a modern fighter style. Although I did use your back as inspiration.  I'm grinding my teeth about the radar.  You know what would really be nice, is like a Falcon 4 style hud, that you can switch modes

Also how about setting up two eye points.  One of the ship and the other on the cockpit mesh.  The game will link those two together, rendering the cockpit as the last object to be rendered.
« Last Edit: November 04, 2007, 05:46:47 am by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Vasudan Admiral

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Re: cockpit, where art thou?
It's just a  ...err...paint-shop-pro-ed on I'm afraid. ;) (It is an in-game shot though - I put the cockpit as it's own pof with the show ship flag in the table. It looke quite nice with the lighting changing as you flew around)

Could you try fitting in a radar screen where the reddish bit between the two mainscreens is at the moment? Those screens would become kinda....not square anymore, but it really needs a radar, and it really should be in the middle for ease of use.

And yeah, being able to switch functions would be nice, but there's probably too much information that you might need at once for that to work well in a FS context.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 
Re: cockpit, where art thou?
beautiful....
Sig nuked! New one coming soon!

 
Re: cockpit, where art thou?
Now all we need to find is a good 3d pilot.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: cockpit, where art thou?
heehee
Sig nuked! New one coming soon!

 
Re: cockpit, where art thou?
How about using a Sim for a pilot?  :D

Ok my attempts with skin and physique weren't that great and it definetley needs massive poly reduction and cleanup, especially around the crotch, but hey it's already uvmapped  :)
Sim heads are on a different mesh (probably because they have special joints/vertices required for genetics)


It's a lot cheaper than a $300 pilot mesh at turbosquish... :ick:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"