Author Topic: Cockpits : One Stop Shopping  (Read 84331 times)

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Offline Nuke

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Re: Cockpits : One Stop Shopping
Excellent! That did it for me, I have a functioning cockpit in FS1 now. One question though. From certain angles the light creates that unsightly triangle on my Apollo gunsights. Is that just an issue with the cockpit or do I have some mediavp messed up? It's not terrible or anything, it just detracts somewhat from my goal of playing Freespace in the absolute prettiest way possible  :)







that kinda looks like its something to do with env mapping, should probibly make sure that the hud texture there has a specular/env map. black out the area in the alpha channel, and it will effectively prevent that hud from reflecting stuff.

If you turn off environment maps that will remove the reflections in the glass. The reflections on the gun site remain though.

Yeah, but then I also lose env maps on everything else.

Speaking of which, it'd also be useful to make the head/part of the upper torso disappear too. Camera clipping issues if you use irtrackr (or w/e) and that valkyrie thing could be pretty easily fixed by doing that.

I'm not sure what the easiest way would be to do this... Either remake the ships without canopies/HUD glass, or assign invisible reflection textures to clear bits for the player's ship only? Yeah, probably not feasible either way.

you could probibly get rid of parts or all of the pilot model with detail boxes. make the subobjects visible only when viewing from a couple meters away or more.
« Last Edit: August 29, 2010, 11:32:19 pm by Nuke »
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Thaeris

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  • 211
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Re: Cockpits : One Stop Shopping
That's interesting news in regards to your current cockpit script, Nuke...

However, what I'm more curious about is the speed differences between your current iteration of the script and the proposed cockpit .pof set up to come in the future - when we implement (real) cockpits in Stellar Assault, I'd like the game to be as efficient as possible.
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It's the Duke Nukem Forever of prophecies..."


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Everyone else takes normal damage.
"

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Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Re: Cockpits : One Stop Shopping
Yeah, but then I also lose env maps on everything else.

Considering they usually look like a crock of **** on anything in a mod, that's not necessarily a bad thing. :P
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A Feddie Story

 

Offline Nuke

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Re: Cockpits : One Stop Shopping
i think my major performance crash comes form the rendering of scene to a texture directly. i figure if i simply ommitted those from the final version on the cockpit demo, i figure only a 1 10-15 fps drop from the feature, which would be acceptable on higher end video cards.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Nuke

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Re: Cockpits : One Stop Shopping
i kinda hit a road block (two actually) with my attempt at hud-on-polygon that i was trying. the first was the thing in scripting which i thought meant "render hud now" actually meant, "turn on hud when rendering with this camera". the second was i was having some issues with transparency, no matter what i tried i couldnt give my hud textures alpha (this even prevents me from using my scripted hud elements). so the ball is in swifty's court now, il go see if he has any scripting related features in his hud builds to test yet.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
Re: Cockpits : One Stop Shopping
Here's a shot of Vasudan Admiral's GenericCP.pof with Swifty's HUD build.




Edit: Forgot to put the code down if anybody wants it. It's for wide screen. This is an example for the Myrmidon if you want this HUD for other ships you are using the cockpit pof for you need to copy and paste everything from #Gauge Config to #End for each ship and rename.

Code: [Select]
$Load Retail Configuration: No        ; If set to Yes, FSO will load any missing gauges necessary to complete the FS1/FS2 retail configuration.
                                    ; If field is not present, FSO will default this to Yes.

;$Font: 3                        ; index is based on the order of fonts specified in fonts.tbl. Starts from 0 which should be font1.vf...

;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

;$Reticle Style:

; The following is a widescreen example HUD.
; If the user does not select a resolution matching the below parameters, FSO will not use this HUD and will move on to the next configuration.



#Gauge Config
    $Ship: GTF Myrmidon
        ;$Font: 3
    $Base: (1440, 900)                    
    $Required Aspect: Wide Screen         ; Can be "Wide Screen" or "Full Screen" ATM
    $Min: (1280, 720)                    ; These Min and Max fields are Inclusive
    $Max: (1920, 1080)    
    $Gauges:        
        +Messages:
            Position: (7, 6)
            ;Font: 3
        +Training Messages:
            Position: (533, 146)
            ;Font: 3
        +Multiplayer Messages:
            Position: (11, 281)
            ;Font: 3
        +Support:
            Position: (665, 590)
            ;Font: 3
             Slew: yes
            ;Filename: support1
            ;Header Offsets: (3, 2)
            ;Text Y-offset: 12
            ;Dock Status X-offset: 6
            ;Dock Time X-offset: 65
        +Damage:
            Position: (648, 654)
            ;Font: 3
            Slew: yes
            ;Top Background Filename: damage1
            ;Entry Background Filename: damage2
            ;Bottom Background Filename: damage3
            ;Header Offsets: (3, 2)
            ;Hull Integrity Offsets: (4, 15)
            ;Hull Integrity Value X-offset: 142
            ;Top Background Height: 25
            ;Subsystem Entry Height: 9
            ;Subsystem List Start Offsets: (4, 27)
            ;Subsystem Entry Value X-offset: 142
        +Wingman Status:
            Position: (670, 840)
            ;Font: 3
            Slew: yes
            ;Left Background Filename: wingman1
            ;Entry Background Filename: wingman2
            ;Right Background Filename: wingman3
            ;Dot Filename: wingman4
            ;Header Offsets: (2, 2)
            ;Left Background Width: 71
            ;Entry Width: 35
            ;Single Wing Offsets: (28, 15)
            ;Multiple Wing Start Offsets: (46, 15)
            ;Dot Offsets: (11, 0) (4, 8) (18, 8) (11, 16) (0, 16) (22, 16)
            ;Grow Mode: Left
        +Auto Speed:
            Position: (605, 590)
            ;Font: 3
             Slew: yes
            ;Filename: toggle1
            ;Auto Offsets: (13, 2)
            ;Speed Offsets: (10, 10)
        +Auto Target:
            Position: (775, 590)
            ;Font: 3
             Slew: yes
            ;Filename: toggle1
            ;Auto Offsets: (13, 2)
            ;Target Offsets: (7, 10)
        +Countermeasures:
            Position: (630, 570)
            ;Font: 3
             Slew: yes
            ;Filename: countermeasure1
            ;Text Offsets: (36, 4)
            ;Value Offsets: (9, 4)
        +Talking Head:
            Position: (7, 66)
            ;Font: 3
            ;Filename: head1
            ;Header Offsets: (2, 2)
            ;Animation Offsets: (2, 10)
            ;Animation Background Size: (160, 120)
        +Directives:
            Position: (1055, 800)
            ;Font: 3
            Slew: yes
            ;Top Background Filename: directives1
            ;Entry Background Filename: directives2
            ;Bottom Background Filename: directives 3
            ;Header Offsets: (2, 2)
            ;Top Background Height: 12
            ;List Start Offsets: (3, 13)
            ;Entry Height: 9
            
        ;My most hated gauge (Swifty)
        +Weapons:
            Position: (873, 825)
            ;Font: 3
            Slew: yes
            ;Primary List Top Background Filename: weapons1
                ;Alt Ballistic Filename: weapons1_b
            ;Primary List Middle Background Filename: weapons2
                ;Alt Ballistic Filename: weapons2_b
            ;Primary List Bottom Background Filename: weapons6
                ;Alt Ballistic Filename: weapons2_b
            ;Secondary List Top Background Filename:  weapons3
                ;Alt Ballistic Filename: weapons3_b
            ;Secondary List Entry Background Filename: weapons4
                ;Alt Ballistic Filename: weapons4_b
            ;Secondary List Bottom Bakground Filename: weapons5
                ;Alt Ballistic Filename: weapons5_b
            ;Header Offsets: (21, 2)
                ;Alt Ballistic Offsets: (-10, 2)
            ;Top Primary Background X-offset: 12
                ;Alt Ballistic X-offset: -12
            ;Text X-offset: 0
                ;Alt Ballistic X-offset: -12
            ;Top Primary Frame Height: 20
            ;Top Secondary Frame Height: 12
            ;Primary List Start Y-offset: 12
            ;Secondary List Start Y-offset: 4
            ;Primary Weapon Ammo X-offset: 28
            ;Primary Weapon Link X-offset: 33
            ;Primary Weapon Name X-offset: 39
            ;Secondary Weapon Ammo X-offset: 28
            ;Secondary Weapon Unlinked X-offset: 33
            ;Secondary Weapon Linked X-offset: 28
            ;Secondary Weapon Name X-offset: 39
            ;Secondary Weapon Reload X-offset: 118
            ;Primary Weapon Entry Height: 12
            ;Secondary Weapon Entry Height: 9
        +Objective Notify:
            Position: (613, 216)
            ;Font: 3
            ;Slew: no
            ;Filename: objective1
            ;Objective Text Y-offset: 2
            ;Objective Value Y-offset: 11
            ;Subspace Text Y-offset: 2
            ;Subspace Value Y-offset: 10
            ;Red Alert Text Y-offset: 2
            ;Red Alert Value Y-offset: 10
        +Squad Message:
            Position: (634, 700)
            ;Font: 3
            Slew: yes
            Top Background Filename: message1_2
            Entry Background Filename: message2_2
            Bottom Background Filename: message3_2
            ;Header Offsets: (2, 1)
            ;List Start Offsets: (4, 13)
            ;Top Background Height: 12
            ;Entry Height: 10
            ;Command X-offset: 17
            ;Page Up Offsets: (110, 5)
            ;Page Down Offsets: (110, 115)
        +Escort View:
            Position: (433, 815)
            ;Font: 3
            Slew: yes
            ;Top Background Filename: escort1
            ;Entry Background Filename: escort2
            ;Bottom Background Filename: escort3
            ;Entry Height: 11
            ;Header Text: monitoring
            ;Header Offsets: (3, 2)
            ;List Start Offsets: (0, 13)
            ;Hull X-offset: (116, 0)
            ;Name X-offset: (4, 0)
            ;Status X-offset: (-11, 0)
        +ETS Weapons:
            Position: (955, 725)
            ;Font: 3
            Slew: yes
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +ETS Shields:
            Position: (967, 725)
            ;Font: 3
            Slew: yes
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +ETS Engines:
            Position: (979, 725)
            ;Font: 3
            Slew: yes
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +Target Monitor:
            Position: (105, 770)
            ;Font: 3
            Monitor Filename: targetview1_2
            ;Integrity Bar Filename: targetview2
            Viewport Offsets: (145, 10)
            ;Viewport Size: (131, 112)
            Integrity Bar Offsets: (270, 12)
            ;Integrity Bar Foreground Clip Height: 88
            Status Offsets: (250, 12)
            Name Offsets: (6, 80)
            Class Offsets: (6, 90)
            Distance Offsets: (6, 101)
            Speed Offsets: (81, 101)
            Hull Offsets: (273, 3)
            Cargo Contents Offsets: (4, 133)
            Cargo Scan Start Offsets: (139, 7)
            ;Cargo Scan Size: (130, 109)
        +Extra Target Data:
            Position: (440, 780)
            ;Font: 3
            Slew: yes
            ;Filename: targetview3
            ;Bracket Offsets: (0, 3)
            ;Dock Offsets: (7, 18)
            ;Order Offsets: (7, 0)
            ;Time Offsets: (8, 9)
        +Target Shields:
            Position: (493, 720)
            ;Font: 3
            Slew: yes
        +Radar:
            Position: (634, 690)
            ;Font: 3
            Filename: 2_radar1_2
            Infinity Distance Offsets: (160, 130)
            Long Distanace Offsets: (156, 130)
            Short Distance Offsets: (159, 130)
        +Player Shields:
            Position: (847, 720)
            ;Font: 3
            Slew: yes
        ; If you want different types of radar running, be my guest
        ;+Radar Orb:  
            ;Position: (615, 670)
            ;Font: 3
            ;Filename: 2_radar1
            ;Infinity Distance Offsets: (185, 150)
            ;Long Distanace Offsets: (181, 150)
            ;Short Distance Offsets: (184, 150)
        +Afterburner Energy:
            Position: (428, 439)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_energy2
            ;Foreground Clip Height: 96
        +Weapon Energy:
            Position: (924, 439)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_energy2
            ;Foreground Clip Height: 96
            ;Text Offsets: (43, 85)
        +Text Warnings:
            Position: (720, 322)
            ;Font: 3
            ;Slew: yes
        +Center Reticle:
            Position: (700, 438)
            ;Font: 3
            ;Filename: 2_reticle1
        +Mini Target Shields:
            Position: (705, 560)
            ;Font: 3
            ;Slew: yes
            ;Filename: targhit1
            ;3 Digit Hull Offsets: (5, 7)
            ;2 Digit Hull Offsets: (9, 7)
            ;1 Digit Hull Offsets: (14, 7)
        +Throttle:
            Position: (490, 317)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_leftarc
            ;Foreground Clip Bottom Y-offset: 222
            ;Foreground Clip Width: 78
            ;Foreground Clip Height: 80
            ;Afterburner Clip Height: 27
            ;Show Background: no
            ;Max Speed Label Offsets: (31, 137)
            ;Min Speed Label Offsets: (57, 216)
            ;Orbit Center Offsets: (166, 118)
            ;Orbit Radius: 166
        +Threat Indicator:
            Position: (847, 317)
            ;Font: 3
            ;Slew: yes
            ;Arc Filename: 2_rightarc1
            ;Dumbfire Filename: 2_toparc2
            ;Lock Filename: 2_toparc3
            ;Dumbfire Offsets: (66, 124)
            ;Lock Offsets: (57, 150)
        +Voice Status:
            Position: (7, 193)
            ;Font: 3
            ;Slew: no
        +Ping:
            Position: (1260, 6)
            ;Font: 3
            ;Slew: no
        +Lag:
            Position: (881, 620)
            ;Font: 3
            ;Slew: no
            ;Filename: netlag1
        +Supernova:
            Position: (239, 199)
            ;Font: 3
            ;Slew: no
        +Target Brackets:             ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
            ;Font: 3
            ;Dot Filename: attacker
        +Lead Indicator:
            ;Font: 3
            ;Filename: 2_lead1
            ;Center Offsets: (13, 13)
        +Lock Indicator:
            ;Font: 3
            ;Lock Filename: 2_lock1
            ;Locked Filename: 2_lockspin
            ;Lock Center Offsets: (28, 25)
            ;Locked Center Offsets: (50, 52)
        +Offscreen Indicator:
        +Hostile Triangle:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Target Triangle:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Missile Triangles:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Orientation Tee:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
        +Mission Time:
            Position: (460, 725)
            ;Font: 3
            Slew: yes
            ;Filename: time1
            ;Text Offsets: (4, 4)
            ;Value Offsets: (26, 12)
        +Kills:
            Position: (750, 570)
            ;Font: 3
             Slew: yes
            ;Filename: kills1
            ;Text Offsets: (6, 4)
            ;Value Offsets: (74, 4)
        ; FS1 specific gauge
        ;+Weapon Linking:
            ;Position: (841, 453)
            ;Font: 3
            ;Slew: yes
            ;Arc Filename: 2_rightarc1_fs1
            ;Single Primary Filename: 2_rightarc2_fs1
            ;Double Primary Filename: 2_rightarc3_fs1
            ;Single Secondary Filename: 2_rightarc4_fs1
            ;Double Secondary Filename: 2_rightarc5_fs1
            ;Triple Secondary Filename 2_rightarc6_fs1
            ;Single Primary Offsets: (52, 18)
            ;Double Primary Offsets: (52, 18)
            ;Single Secondary Offsets: (28, 55)
            ;Double Secondary Offsets: (28, 55)
            ;Triple Secondary Offsets: (28, 55)
        
        ; Komet's lead sight. Looks for "leadsight.ani"
        ;+Lead Sight: (700, 438)
            ;Font: 3
            ;Filename: leadsight
        
        ; Custom gauge syntax
        ;+Custom:
            ;Position:
            ;Font: 3
            ;Name:
            ;Text:
            ;Gauge Type:
            ; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE, HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
            ; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA, TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
            ; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY, WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
            ; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES, MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
            ; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX, SUPPORT GUAGE, LAG GUAGE) the last five aren't typos.
            ; Slew:
            ; Filename:
    $End Gauges


#End


HUD ani files:
http://www.mediafire.com/file/7qbd1yf26j6oib6/hud.rar

New code for this:



And almost everything shakes when you hit afterburn but if you have TrackIR everything will move around.

This cockpit in action:

http://www.youtube.com/watch?v=oN5AxmPJ9Yo
« Last Edit: November 09, 2010, 02:27:26 am by rscaper1070 »
Did you hear that fellas? She says I have a Meritorious Unit.

 
Re: Cockpits : One Stop Shopping
Excellent! That did it for me, I have a functioning cockpit in FS1 now. One question though. From certain angles the light creates that unsightly triangle on my Apollo gunsights. Is that just an issue with the cockpit or do I have some mediavp messed up? It's not terrible or anything, it just detracts somewhat from my goal of playing Freespace in the absolute prettiest way possible  :)








How do you get the cockpit zoomed out like in the picture--i.e. smaller?  I'm running FS 2 at 1920x1080 and when I enable the mod, the cockpit is huge and doesn't look smaller like that.

 
Re: Cockpits : One Stop Shopping




Where do I get this higher resolution cockpit?

Also, where do I put the hud.ani files and where do I put that other code you pasted in your post?
« Last Edit: November 07, 2010, 05:02:20 pm by Mr_Blastman »

 
Re: Cockpits : One Stop Shopping
Towards the end of the first post are the instructions to put that together. There's a zip file you have to download and then just follow the instructions. The hud needs Antipodes 7 which you can get here http://www.hard-light.net/forums/index.php?topic=72205.0 and then use the gauges table posted above. :)
Did you hear that fellas? She says I have a Meritorious Unit.

 
Re: Cockpits : One Stop Shopping
Towards the end of the first post are the instructions to put that together. There's a zip file you have to download and then just follow the instructions. The hud needs Antipodes 7 which you can get here http://www.hard-light.net/forums/index.php?topic=72205.0 and then use the gauges table posted above. :)

Okay, so I installed all that and now I'm getting errors of missing mv_effects-wep.tbm files?

I'm running 3.12 currently with the latest media vp's (or maybe they're still 3.10 possibly)

 
Re: Cockpits : One Stop Shopping
I would check that you have the latest for sure. Also you could try removing all the pof's except the generic pof and see if that works. I honestly don't know, using the described method should work.
Did you hear that fellas? She says I have a Meritorious Unit.

 
Re: Cockpits : One Stop Shopping
Well I followed the directions to a T and I still can't get that GenericCP.pof file to work even though it is specified in the AoACockpits.shp file for the ship I'm selecting.  I can get any other cockpit to work, just not the Generic one.

Also, I have no clue where to put the hud_gauges.tbl--I'm assuming it goes in the mediavps folder?

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: Cockpits : One Stop Shopping
Well if you're selecting AoAcockpits presumably you need to be running Blue Planet?

 
Re: Cockpits : One Stop Shopping
Well if you're selecting AoAcockpits presumably you need to be running Blue Planet?

Okay.   It works in blue planet.  ty.  But, it doesn't work in standard fs2?

 

Offline CommanderDJ

  • Software engineer
  • 210
    • Minecraft
Re: Cockpits : One Stop Shopping
Haven't tried this in FS2 (I assume I'd get the same problem), but with the FSPort the cockpits don't work well with -fov. They get zoomed in too. Is there some way to make them independent of -fov?
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 
Re: Cockpits : One Stop Shopping
Well obviously it works, there's a video of it working with Derelict a few posts up. If it's working with BP but not with anything else it's possible that you didn't spell the ship name correctly or something like that.

The hud_gauges.tbl goes under mediavps_3612/data/tables.

EDIT: Also make sure you didn't put your additions to AoACockpits-shp.tbm after #END.
« Last Edit: November 08, 2010, 01:54:51 am by rscaper1070 »
Did you hear that fellas? She says I have a Meritorious Unit.

 
Re: Cockpits : One Stop Shopping
Want to know something funny?  I can get that cockpit to work now in the 3_6_12 final build but not in the Antipodes build... go figure right?

 
Re: Cockpits : One Stop Shopping
When you use the HUD build is it the HUD that is missing or the cockpit? The table that I posted was an example for that HUD and if you only used what is there it would only work with the Myrmidon. You have to add every ship you want a custom HUD for. Here's a copy of the hud_gauges.tbl that I use. It's not necessarily complete but you will get the idea. The first set is for the retail hud that will be used if you're in a ship that you don't have listed.

http://www.mediafire.com/file/11btj8ap2xw32mx/hud_gauges.tbl

Now regarding the hud.ani files. Those get put in mediavps_3612/data/hud. You are going to have to rename the targetview1.ani so that it is targetview1_2.ani. You could do that for the radar and messages to if you want but then you are going to have to change all the entries in the hud_gauges.tbl. I made them before the test build would let you use custom ani's and so they have the retail file names. If you don't rename them they will replace those gauges and not look right if you are not using the cockpit pof.

If you're still not seeing the cockpit my only guess is that your file structure is off and Freespace isn't finding what it needs. Here's how mine is set.

C/Games/FreeSpace2


mediavps_3612


Cockpitmod
Did you hear that fellas? She says I have a Meritorious Unit.

 
Re: Cockpits : One Stop Shopping
That tables file helped--I did not realize I needed an entry for each ship.  I now see the hud--but, yes, when I use the HUD build, the HUD works, but the cockpit still does not show up...
« Last Edit: November 09, 2010, 11:06:21 pm by Mr_Blastman »

 
Re: Cockpits : One Stop Shopping
Okay, so I ran the debug mode for 3.6_12 final and when I finally drop from the briefing into the actual game, it errors out with a warning!:

Inverted bounding box on submodel 'hp-cockpit' of model 'GenericCP.pof'!  Swapping values to compensate.

Interesting, right?

Even MORE interesting is when I use the Antipodes build--I get NO such warning.  The Antipodes build never tries to even load the model in the first place.

How do I know this?  Well, I scroll through the log file and in the 3.6_12 final build, I get the following:

Loading model 'GenericCP.pof'
IBX: Found a good IBX/TSB to read for 'GenericCP.pof'.
IBX-DEBUG => POF checksum: 0x5488d405, IBX checksum: 0x3f1513c3 -- "GenericCP.pof"
For "GenericCP.pof" I couldn't find terrancockpit1-glow.ani
Model GenericCP.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "Inverted bounding box on submodel 'hp-cockpit' of model 'GenericCP.pof'!  Swapping values to compensate." at modelread.cpp:1253

Well, that tells me two things...

The Antipodes build is never attempting to load the cockpit.  It also tells me that there is a problem with a missing terrancockpit1-glow.ani...


So why isn't Antipodes even attempting to load the cockpit?

So I did some further testing...

Turns out, ALL Inferno builds 3.6_12 and beyond... do not load the cockpits!  Something is broken in the Inferno trunk of the code.  The standard 3.6_12 build works fine.  The Inferno doesn't...
« Last Edit: November 10, 2010, 09:32:24 pm by Mr_Blastman »