Hard Light Productions Forums

FreeSpace Releases => Asset Releases => Topic started by: rscaper1070 on August 24, 2010, 08:15:28 pm

Title: Cockpits : One Stop Shopping
Post by: rscaper1070 on August 24, 2010, 08:15:28 pm
So far in my newly acquired Freespace addiction the cockpit view has been a little elusive. After a lot of searching and the help of kindly souls along the way I was able to find most of what I was looking for. In the interest of helping travelers that come after me I thought it would be handy to collect what I found in one post.

How to enable the cockpit view:

In principle, yes.

However, in this case, the solution is rather simple. Take a look at this example:

Code: [Select]
#Ship Classes

$Name: GTF Ulysses
+nocreate
$Flags: ( "show ship" )
+noreplace

$Name:          GTF Hercules
+nocreate
$Flags: ( "show ship" )
+noreplace

#End

This tbm, if saved as, say, showship-shp.tbm (note the -shp part, it's important) will switch on the cockpits for the Ulysses and the Hercules Mk 1. However, not all ships have cockpits at the moment.

An explanation: the -shp part in the filename tells the engine that the following data should be used to modify ships.tbl.

$Name tells the engine which entry to modify, +nocreate tells the engine that the following data should be used to modify an existing entry instead of overwriting an old one or creating a new one. Then comes the data we wish to alter, in this case, only the $Flags field. This has a modifier of its own, called +noreplace, which means that these flags should be added to the existing flags, instead of overwriting the old flags list.

I edited voidSkippers post by adding the +noreplace to each entry



FOX2PRO, if you paste the following into notepad and save it as a .tbm file in //freespace2/data/tables/, it will enable the specified ships to display cockpit view;

Code: [Select]
#Ship Classes

$Name: GTF Perseus
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTF Myrmidon
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTF Hercules Mark II
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTF Hercules
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTF Loki
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTB Medusa
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTB Ursa
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTF Apollo
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTF Valkyrie
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTB Athena
+nocreate
$Flags: ( "show ship" )
+noreplace


$Name: GTF Ulysses
+nocreate
$Flags: ( "show ship" )
+noreplace

#End

These are only the ships I have tested, though. There are many others with cockpits, but I haven't played any of them to see if the viewpoints are acceptable.

I think the best experience you'll get is in the GTB Athena. It looks truly badass if you hatswitch left and right and see the huge engine nacels. It's also one of the few ships that gives you a useful backwards hatswitch view.

EDIT: The Myrmidon doesn't have a cockpit, but it still offers quite a nice view as you can see the stabilisers. Since the Ulysses offers a completely unobstructed view due to the pilot's position, it's probably safe to say that the Myrmidon would as well anyway.

Fixing the viewpoint:
Thanks, now for the 100,000 dollar question. How do you get the view point right in the Apollo? I apologize for asking for tech help in this thread but the only threads I've found on the subject are from 2007 and they weren't quite clear.

Just grab the file I put in the Freespace Port Conversion Discussion thread (http://www.hard-light.net/forums/index.php?topic=71020.msg1404824#msg1404824).

Thank you so much, I've been trying to put this together for three days. Thing is Rapidshare is telling me the file has already been downloaded 10 times and can't be downloaded any more.

Try this one (http://www.megaupload.com/?d=WXN2ULYD).

New Link for the above post:  http://www.mediafire.com/?15997adv4bxforj (http://www.mediafire.com/?15997adv4bxforj)
Also it should be said that the file gets unzipped into the mediavps_3612 file.


And This one is for FS2 and beyond. I think this is the best way.

http://www.mediafire.com/?rlnlkphxdjuiuwj
Cockpits on Terran fighters in Mediavps and BP: AoA.
No Vasudans, I'll someday make a mode for them.

For this one you need to create a folder called Cockpitmod in your Freespace 2 directory. Create a sub folder data, then sub folders for maps,models,cache, and tables. Unzip the file and put all the .pof files in models, .tbm files in tables, and the rest in maps.
(http://thumbnails30.imagebam.com/10581/f0d5d1105807877.jpg) (http://www.imagebam.com/image/f0d5d1105807877)
Then add "-mod Cockpitmod", no quotes, to the Custom Flags line under Features in the FS2 Open Launcher. You don't need your original showship file anymore so disable or delete it. Vasudan Admiral has created an awesome generic cockpit that you can use. Just copy a entry using a GenericCP.pof, replace the ship name,and add it to the AoACockpits-shp.

Like This:
Code: [Select]
$Name: GTF Apollo
+nocreate
$Cockpit POF file: GenericCP.pof
+Cockpit Offset: 0.002 -1.05 1.23

This is the best way for the cockpit view. I was only able to figure it out this morning as the method described in the original thread wasn't working for me. The whole Cockpitmod part came from another thread that for the life of me I can't find again.


Those posts should get you into a cockpit.

Here are some links to older threads that have a lot of information on the work people are doing.

http://www.hard-light.net/forums/index.php?topic=50349.0

http://www.hard-light.net/forums/index.php?topic=48726.0

http://www.hard-light.net/forums/index.php?;topic=70804.0

http://www.hard-light.net/forums/index.php?topic=69938.0

Title: Re: Cockpits : One Stop Shopping
Post by: Thaeris on August 24, 2010, 08:21:25 pm
...Could someone forge this into a Wiki page?
Title: Re: Cockpits : One Stop Shopping
Post by: Vip on August 26, 2010, 08:10:41 am
...Could someone forge this into a Wiki page?

Or at least make a sticky out of this topic, I always hoped for a single explanation like this :)
Title: Re: Cockpits : One Stop Shopping
Post by: Javito1986 on August 27, 2010, 12:57:08 am
I tried putting a cockpit on the GTF Apollo model (by manually adding it to the bp2-pit-shp tbm and slapping that into the mediavps folder... I can't find tbm that includes FS1 ships?) and play the first mission of Freespace 3.6.12. The vision is WAY off, I see the cockpit but most of my screen is taken up by the instrument panel and I can't so much as see my crosshairs. In metaldestroyer's cockpit youtube video's he's using cockpits in FSPort just fine. Where am I going wrong? Is there a tbm for FS1 ships I haven't found?



EDIT: Standby. May have solved my own issue by reading the original post more closely!


EDIT: The file link for the cockpit view fix in the original post is dead. Could I get an updated download link so I can fix my cockpit view?
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on August 27, 2010, 01:38:23 am
I feel your pain, I was in the same boat. Luckily I found the file. All credit goes to MetalDestroyer of course. By the way this file has to be unzipped into the fsport_mediavps folder. The bp cockpit mod is a different story. I'm going to edit the original post right now so take a look.

http://www.megaupload.com/?d=SFSXPXFL (http://www.megaupload.com/?d=SFSXPXFL)
Title: Re: Cockpits : One Stop Shopping
Post by: Javito1986 on August 27, 2010, 10:10:57 am
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  :)





(http://img843.imageshack.us/img843/4188/fs2open3612rinf20100827.jpg)
Title: Re: Cockpits : One Stop Shopping
Post by: Cobra on August 27, 2010, 11:02:52 am
That's a model thing. Can't fix it without going into the model itself and redoing the whole cockpit.
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on August 27, 2010, 01:19:58 pm
Yeah, that's a little annoying, but not as annoying as the superfluous gun site right below your real one. I hate that thing.
 
Title: Re: Cockpits : One Stop Shopping
Post by: Thaeris on August 27, 2010, 01:20:56 pm
What I'm really hoping for in the future, should Diaspora get toggle-able cockpit .pof's, is that FSO will have cockpit files for all the FS fighters rather than the "show ship" command, which produces a bit of a sub-standard result for the cockpit environment.

A cockpit .pof would be more detailed, more efficient (hopefully), and even better, assumably useable. :)
Title: Re: Cockpits : One Stop Shopping
Post by: The E on August 27, 2010, 04:12:56 pm
Just saw this. I do sincerely hope that whoever reads this will immediately forget the part in the initial post that was quoted from voidskipper. Because it's completely wrong.
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on August 27, 2010, 04:59:10 pm
I edited the post and added the +noreplace to each entry. That way people can get the benefit of voidSkippers effort of listing the ships.
Title: Re: Cockpits : One Stop Shopping
Post by: Javito1986 on August 28, 2010, 11:24:54 am
This should be a sticky. It's not easy to find info on how to get cockpits, I went through it myself. I have them up and running now but it was tricky to get them set up right.
Title: Re: Cockpits : One Stop Shopping
Post by: Mongoose on August 28, 2010, 08:55:24 pm
I kind of feel like it should be in another folder, though, where people are more likely to look for info like this.  Any suggestions? :p
Title: Re: Cockpits : One Stop Shopping
Post by: Kolgena on August 28, 2010, 09:35:25 pm
You know what would be awesome?

In addition to getting rid of the static HUD texture on the modeled display, could we also get rid of canopy glass? In some cases (perseus) it's so low poly that you really can't see out of it properly, and because it reflects light quite strongly, at some angles of flight you can't see jack.

I don't really expect much to be done because this is an optional feature in the first place, but it'd be nice :)
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on August 28, 2010, 11:02:01 pm
If you turn off environment maps that will remove the reflections in the glass. The reflections on the gun site remain though.
Title: Re: Cockpits : One Stop Shopping
Post by: Dragon on August 29, 2010, 03:39:14 am
Turning envirnoment maps off helps, but doesn't eliminate the effect.
It's a bug that should be fixed.
And there's no way to get rid of sight reflection, which was always there.
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on August 29, 2010, 07:34:07 pm
Looking backwards in the Valkyrie.

(http://thumbnails33.imagebam.com/9540/68024095396791.jpg) (http://www.imagebam.com/image/68024095396791)
Title: Re: Cockpits : One Stop Shopping
Post by: Kolgena on August 29, 2010, 08:08:40 pm
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.
Title: Re: Cockpits : One Stop Shopping
Post by: Mongoose on August 29, 2010, 10:15:21 pm
Think I'll toss this into Modding, since that seems to be the closest fit.  Now it's their problem. :p
Title: Re: Cockpits : One Stop Shopping
Post by: Nuke on August 29, 2010, 11:08:53 pm
ive always had trouble with interior cockpit glass, so i usually just omit those polygons from the model. nukemod has had some cockpits since at least 2006, and had  some internal animation and rtt panel textures  (http://www.youtube.com/watch?v=6uFrJlSyXO4) since about 2008. progress is somewhat slow at this point. however i think i may soon be able to render the game's hud to a polygon in the cockpit model.

id also like to point out that it is probably beneficial to do 2 detail levels for the cockpit, the one you see looking out, and the one you see looking in. set them up with detail boxes so you can only see the high poly cockpit from the inside, and the low poly cockpit from the outside. this will improve general game performance.

the show ship method is also technically a legacy way of rendering the cockpits. the cockpit model feature was supposed to replace it, where your actual cockpit was in a completely different mesh. however i do not like it for the following reasons: you do not get to see your weapons that may be in your field of view (in the case of some nukemod ships you can see the ships gatling guns spin while they are in use). it is also not possible to animate the cockpit model's subobjects, where as the ship subobjects are capable of being animated with scripting. there was also an issue where you could not replace the cockpit model's textures (this seems to have been remedied, as scripting.html says handles to the cockpit model and by extension its textures are available, but i have not tested them). it may be possible to do some of that with the cockpit models, but in different ways such as rendering polygons in scripting at the correct positions in the cockpit sop they overlay places where panels go, and placing animated interior components in their own files and using model render.
Title: Re: Cockpits : One Stop Shopping
Post by: Nuke on August 29, 2010, 11:28:40 pm
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  :)





(http://img843.imageshack.us/img843/4188/fs2open3612rinf20100827.jpg)

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.
Title: Re: Cockpits : One Stop Shopping
Post by: Thaeris on August 29, 2010, 11:33:12 pm
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.
Title: Re: Cockpits : One Stop Shopping
Post by: NGTM-1R on August 29, 2010, 11:50:24 pm
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
Title: Re: Cockpits : One Stop Shopping
Post by: Nuke on August 29, 2010, 11:51:52 pm
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.
Title: Re: Cockpits : One Stop Shopping
Post by: Nuke on August 31, 2010, 05:47:05 pm
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.
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on October 12, 2010, 08:18:52 pm
Here's a shot of Vasudan Admiral's GenericCP.pof with Swifty's HUD build.

(http://thumbnails25.imagebam.com/10185/79751b101846767.jpg) (http://www.imagebam.com/image/79751b101846767)


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 (http://www.mediafire.com/file/7qbd1yf26j6oib6/hud.rar)

New code for this:

(http://thumbnails22.imagebam.com/10219/2e93e5102180224.jpg) (http://www.imagebam.com/image/2e93e5102180224)

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 (http://www.youtube.com/watch?v=oN5AxmPJ9Yo)
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 07, 2010, 04:35:50 pm
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  :)





(http://img843.imageshack.us/img843/4188/fs2open3612rinf20100827.jpg)


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.
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 07, 2010, 04:38:04 pm
(http://thumbnails22.imagebam.com/10219/2e93e5102180224.jpg) (http://www.imagebam.com/image/2e93e5102180224)



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?
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on November 07, 2010, 04:57:00 pm
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 (http://www.hard-light.net/forums/index.php?topic=72205.0) and then use the gauges table posted above. :)
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 07, 2010, 05:15:17 pm
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 (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)
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on November 07, 2010, 05:23:48 pm
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.
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 07, 2010, 10:26:35 pm
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?
Title: Re: Cockpits : One Stop Shopping
Post by: General Battuta on November 07, 2010, 10:37:12 pm
Well if you're selecting AoAcockpits presumably you need to be running Blue Planet?
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 07, 2010, 11:11:38 pm
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?
Title: Re: Cockpits : One Stop Shopping
Post by: CommanderDJ on November 07, 2010, 11:51:17 pm
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?
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on November 08, 2010, 12:02:19 am
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.
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 08, 2010, 11:15:24 pm
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?
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on November 09, 2010, 02:12:28 am
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 (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
(http://thumbnails11.imagebam.com/10581/a2ec38105807873.jpg) (http://www.imagebam.com/image/a2ec38105807873)

mediavps_3612
(http://thumbnails9.imagebam.com/10581/2e3d03105807876.jpg) (http://www.imagebam.com/image/2e3d03105807876)

Cockpitmod
(http://thumbnails30.imagebam.com/10581/f0d5d1105807877.jpg) (http://www.imagebam.com/image/f0d5d1105807877)
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 09, 2010, 10:41:18 pm
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...
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 10, 2010, 09:13:15 pm
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...
Title: Re: Cockpits : One Stop Shopping
Post by: The E on November 10, 2010, 09:37:04 pm
Please do the following:

1. Make a minimal mod that shows this problem, based on FS2 retail (That is, just make a modpack with the cockpit pof and a tbm to enable cockpits for a ship using this pof)
2. Post the whole thing, with a bug report, on the SCP Mantis (http://scp.indiegames.us/mantis/)
3. Wait for a coder to fix this.
Title: Re: Cockpits : One Stop Shopping
Post by: The E on November 11, 2010, 01:49:20 am
Tested it. Could not reproduce the issue.

Please provide an fs2_open.log.

Also, please note that a warning can always be clicked through; they usually do not result in fatal crashes.

As for the issue with the inverted bounding box, simply opening that pof in PCS2, purging the BSP cache, and resaving it fixes the warning.
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 11, 2010, 06:10:07 am
There was an fs2_open.log in the .zip file I uploaded--but I think it was the wrong one.  I am not sure if I should re-open the issue to upload it on mantis so I have supplied it here:

http://rapidshare.com/files/430162363/GenericCP2.zip

(I love to help, I just want to make sure I follow procedure)  Thank you for your help so far, btw.
Title: Re: Cockpits : One Stop Shopping
Post by: Mr_Blastman on November 11, 2010, 06:22:36 am
OKAY

I think I might be wasting your time.  It is not that it is the Inferno build, it is the Inferno build in the training simulator with the default Untitled and Untitled 2 missions (with a fresh pilot)--in _those_ it doesn't work, but if I start the campaign, it then works.

This is a non-issue.  This is my own stupidity.  I am sorry for wasting your time.  :)

Next time, I'll try to contribute something more useful, like making more of these gauges sticky to the cockpit and posting the file after I modify it.

/slides away into the shadows and curls up into a little ball
Title: Re: Cockpits : One Stop Shopping
Post by: The E on November 11, 2010, 07:22:37 am
It's not a problem. Even if a bug report turns out to be no bug at all, it's still worth investigating. Although the fact that your original report said that there's differing behaviour between regular and Inferno builds made it pretty clear that there's quite possibly a setup issue behind it.
Title: Re: Cockpits : One Stop Shopping
Post by: Deadly in a Shadow on December 12, 2010, 02:30:14 pm

And what I had to do to play WiH with cockpits.

Other Question: In some of the videos, made by MetalDestroyer it look's like he is able to "free look", how this can be done?
Title: Re: Cockpits : One Stop Shopping
Post by: General Battuta on December 12, 2010, 02:41:33 pm

And what I had to do to play WiH with cockpits.

Other Question: In some of the videos, made by MetalDestroyer it look's like he is able to "free look", how this can be done?

TrackIR or FreeTrack setup.
Title: Re: Cockpits : One Stop Shopping
Post by: Deadly in a Shadow on December 12, 2010, 04:00:09 pm

Thanks, I managed to enable the cockpits. But now I can't hear the gunsounds and others.
Title: Re: Cockpits : One Stop Shopping
Post by: Trivial Psychic on December 12, 2010, 07:03:02 pm
Thanks, I managed to enable the cockpits. But now I can't hear the gunsounds and others.
I guess that the glass is too thick and it's dampening the sound.  :lol:
Title: Re: Cockpits : One Stop Shopping
Post by: Deadly in a Shadow on December 13, 2010, 02:30:43 pm

That didn't explain why I hear the Maul but not the Vulcan and the Rapier. :eek:
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on December 13, 2010, 03:45:19 pm
Not sure what the issue could be. If you are using the showship method and forget the +noreplace in the table lots of strange stuff happens. In the first post there is a download for all the AoA/Mediavps cockpits and includes a table so that would be a good place to start.
Title: Re: Cockpits : One Stop Shopping
Post by: Deadly in a Shadow on December 14, 2010, 12:27:28 pm

I'm very sorry, but that didn't solved the problem.
Title: Re: Cockpits : One Stop Shopping
Post by: Davros on January 22, 2011, 06:18:58 am
"Dragon has created an awesome generic cockpit that you can use. Just copy a entry using a GenericCP.pof, replace the ship name,and add it to the AoACockpits-shp."

sorry this means absolutely nothing to me could someone explain it in more detail please
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on January 22, 2011, 09:06:59 am
Actually I think it was Vasudan Admiral that made that model. Anyway, just download the file linked right above where you got that quote and follow the directions.
Title: Re: Cockpits : One Stop Shopping
Post by: Davros on January 22, 2011, 04:18:39 pm
Well thats the point I dont understand the directions....

Quote
just copy a entry
what entry ?

Quote
using a GenericCP.pof
I thought a pof was a model how do I use a model to copy text ?

Quote
replace the ship name
what ship name ? AoACockpits-shp contains many ship names
and what do i replace the ship name with ?
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on January 22, 2011, 05:30:29 pm
Quote
http://www.mediafire.com/?rlnlkphxdjuiuwj
Cockpits on Terran fighters in Mediavps and BP: AoA.
No Vasudans, I'll someday make a mode for them.

For this one you need to create a folder called Cockpitmod in your Freespace 2 directory. Create a sub folder data, then sub folders for maps,models,cache, and tables. Unzip the file and put all the .pof files in models, .tbm files in tables, and the rest in maps.
(http://thumbnails30.imagebam.com/10581/f0d5d1105807877.jpg) (http://www.imagebam.com/image/f0d5d1105807877)
Then add "-mod Cockpitmod", no quotes, to the Custom Flags line under Features in the FS2 Open Launcher. You don't need your original showship file anymore so disable or delete it. Dragon has created an awesome generic cockpit that you can use. Just copy a entry using a GenericCP.pof, replace the ship name,and add it to the AoACockpits-shp.

Like This:
Code: [Select]
$Name: GTF Apollo
+nocreate
$Cockpit POF file: GenericCP.pof
+Cockpit Offset: 0.002 -1.05 1.23

This is the best way for the cockpit view. I was only able to figure it out this morning as the method described in the original thread wasn't working for me. The whole Cockpitmod part came from another thread that for the life of me I can't find again.

Step 1: Download the file.

Step 2: Create a folder in your Freespace 2 directory called Cockpitmod. Inside it create a folder called data. Inside it create folders called cache, maps, missions, models, and tables.

Step 3: Unzip the file you downloaded and put the pof files in the models folder, the tbl file in the tables folder, and the rest in maps.

Step 4: If you want to use the Generic cockpit with ships that aren't listed in the AoACockpits-shp.tbl you have to add them to the table. Open up the AoACockpits-shp.tbl with a text editor, you do that by adding .txt to the very end of the file name, then find an entry on the list that is using the genericCP.pof. Copy that entry and paste it at the end of the list but before #end. #end has to be the last thing on the page. Now change the name of the ship in the entry that you just copied and pasted to the ship you want to use the generic cockpit for. In the above example I used GTF Apollo. It has to be the ships full name. After you have added all the entries you want save the file and close it. Remove .txt from the end of the file name so it is back to being AoACockpits-shp.tbl.

Step 5: Open up the launcher and click on the features tab. At the end of the Custom Flags line add "-mod Cockpitmod" no quotes. Hit Apply.

That's as plain as I can put it.

Title: Re: Cockpits : One Stop Shopping
Post by: Davros on January 23, 2011, 06:50:36 am
thank you very much got it....
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on March 08, 2011, 02:45:51 pm
XXX
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on March 08, 2011, 03:52:44 pm
I'm making good use of Vasudan Admiral's generic 'pit included in the cockpit-mod, now I'm interested in exploring Swifty's HUD code through Antipodes that Rscaper detailed on page 2.

I was curious if Swifty's HUD changes are included in Antipodes 8, or only in the versions of Antipodes 7 that Rscaper linked to.  Also antipodes 7 and 8 are suffering from the fsdownloads downtime...who would be the best candidate to ask about some Antipode mirrors?
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on March 08, 2011, 04:26:07 pm
I believe the HUD code has been committed to trunk so yes it is included in Antipodes 8 as well as the current nightlies.

I had no idea that downloading was down, that blows. Well they are pretty efficient around here so I'm sure it won't be too long before it's back up again. I'll copy my Ant 8 and post a link here but it's SSE2 and I don't know if that's the one you need.

Here it is: http://www.mediafire.com/file/y0qfq6a07lfdcor/fs2_open_Ant_8_SSE2.7z (http://www.mediafire.com/file/y0qfq6a07lfdcor/fs2_open_Ant_8_SSE2.7z)
Title: Re: Cockpits : One Stop Shopping
Post by: Dragon on March 08, 2011, 04:41:53 pm
"Dragon has created an awesome generic cockpit that you can use. Just copy a entry using a GenericCP.pof, replace the ship name,and add it to the AoACockpits-shp."
Just to clarify, I didn't created the GenericCP.pof, I just took VA's (IIRC) generic cockpit, tabled it and used for my cockpit mod.
I initially intended it to be provided with BP and an "extra" pack, so it doesn't have a readme which was supposed to give the creator a credit, as well as intallation instructions.
In fact, what I released was sort of Beta version, I didn't thought that so many people will be using that.
These problems should be adressed when I'll find some free time to work on the updated version of this pack for Mediavps 3.6.14 (or 3.7), as well as AoA and WiH versions of it.
Unfortunately, I'm currently really busy with real life, have sleeping problems and overall, a difficult time in school because of that. So, any updates will have to wait. I have a bad habit of postponing things ad kalendas graecas, so they may have to wait a while.  :)
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on March 08, 2011, 08:33:12 pm
I believe the HUD code has been committed to trunk so yes it is included in Antipodes 8 as well as the current nightlies.

I had no idea that downloading was down, that blows. Well they are pretty efficient around here so I'm sure it won't be too long before it's back up again. I'll copy my Ant 8 and post a link here but it's SSE2 and I don't know if that's the one you need.

Here it is: http://www.mediafire.com/file/y0qfq6a07lfdcor/fs2_open_Ant_8_SSE2.7z (http://www.mediafire.com/file/y0qfq6a07lfdcor/fs2_open_Ant_8_SSE2.7z)

SSE2 is the one I'd be looking for, - thanks for the help!
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on March 09, 2011, 04:12:48 pm
Incredible, - the generic cockpit with Swifty's HUD changes is very impressive and a lot of fun to play with.  on my game @ 1680X1050 however, I'm getting some misalignment of the HUD elements at the edge of the screen - I realize it's not supposed to be perfect, - but was wondering if there was a global value I should be paying attention to in the hud_gauges table Rscaper provided or maybe something I'm missing in the launcher, or if I would have to nudge the HUD elements around individually in the .tbl to get things to line up better against the 'pit's displays.

I also noticed that the 2-D radar is very inaccurate when using Swifty's code - though the 3d radar seems to work just fine...I'm assuming that's a known issue - in any case its not very important.





[attachment deleted by ninja]
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on March 09, 2011, 09:35:41 pm
Yeah, that table is set up for 1360x768 that I use. All I did was play around with it until I got a hang of the coordinates. It's not that hard and you are almost there right now. The hardest one to move is the target view gauge and I wish I could be more helpful but I really don't remember everything I did.
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on March 09, 2011, 10:32:54 pm
no problem - I'll play around with it

Just making sure there wasn't an obvious solution before I invest time in tweaking individual coordinates...
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on March 21, 2011, 12:29:13 am
One more question, - using the cockpit-mod I only get a cockpit if I fly a mission's default ship.  For instance the Boanerges is set to use the generic cockpit in the .tbm - If I fly one in 'Slaying Ravana' I get the cockpit artwork as its that mission's default ship.

If however I select the Boarnerges in 'The Sicilian Defense' no cockpit appears as that mission's default is the Artemis....and if I fly the Artemis the cockpit appears...

Do I have something screwy set-up on or is that the mod's normal behavior?
Title: Re: Cockpits : One Stop Shopping
Post by: Dragon on March 22, 2011, 03:08:45 pm
This behavior is not normal, but it's almost certainly an SCP issue.
Somebody must have screwed something up with cockpit model selection, since I don't see any other way that could happen.
Which build are you using?
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on March 24, 2011, 09:51:06 am
Antipodes 8 SSE2 release version
Title: Re: Cockpits : One Stop Shopping
Post by: Reprobator on March 24, 2011, 10:33:20 am
I noticed that a long time (1/2 years) ago and i had mantised that too.
This has nothing to do with the mod anyway ;)
I've been asked form wich build the bug appear but after trying around 35 builds i gaveup.
However it still happen.
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 03, 2011, 08:33:34 pm
Here's a shot of Vasudan Admiral's GenericCP.pof with Swifty's HUD build.

(http://thumbnails25.imagebam.com/10185/79751b101846767.jpg) (http://www.imagebam.com/image/79751b101846767)


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 (http://www.mediafire.com/file/7qbd1yf26j6oib6/hud.rar)

New code for this:

(http://thumbnails22.imagebam.com/10219/2e93e5102180224.jpg) (http://www.imagebam.com/image/2e93e5102180224)

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 (http://www.youtube.com/watch?v=oN5AxmPJ9Yo)


hey uh, what do I name the file?
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on September 03, 2011, 08:58:37 pm
Just name it hud_gauges.tbl .
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 04, 2011, 12:35:24 pm
EDIT: it doesn't work :mad:

Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 07:19:57 am
can someone help me? the custom HUD layout doesn't work for me!
Title: Re: Cockpits : One Stop Shopping
Post by: Rodo on September 05, 2011, 07:48:17 am
are you using one of the hud capable builds?, download any of the recent ones from here: http://www.hard-light.net/forums/index.php?board=173.0
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 09:00:51 am
i'm using the inferno build..... is that a problem??? :confused:
Title: Re: Cockpits : One Stop Shopping
Post by: Commander Zane on September 05, 2011, 09:08:04 am
All Nightlies are INF.
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 09:11:20 am
i mean fs2_open_3_6_12_INF
Title: Re: Cockpits : One Stop Shopping
Post by: Commander Zane on September 05, 2011, 09:51:04 am
download any of the recent ones from here: http://www.hard-light.net/forums/index.php?board=173.0
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 11:26:24 am
tried one, had no HUD at all.
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on September 05, 2011, 11:56:47 am
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 (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
(http://thumbnails11.imagebam.com/10581/a2ec38105807873.jpg) (http://www.imagebam.com/image/a2ec38105807873)

mediavps_3612
(http://thumbnails9.imagebam.com/10581/2e3d03105807876.jpg) (http://www.imagebam.com/image/2e3d03105807876)

Cockpitmod
(http://thumbnails30.imagebam.com/10581/f0d5d1105807877.jpg) (http://www.imagebam.com/image/f0d5d1105807877)
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 12:47:17 pm
nope still not working..... :mad: :banghead:
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on September 05, 2011, 01:11:00 pm
You need to be a little more informative about what's going on on your end. You're missing a step but until you describe what you are doing nobody will be able to help you.
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 02:52:39 pm
i've done everything they've said to do to install the HUD for the GenericCP, but, i still have no HUD for it. the Cockpit pof appears though. the HUD is either set to normal HUD or not there at all.
Title: Re: Cockpits : One Stop Shopping
Post by: Cobra on September 05, 2011, 03:46:12 pm
Oi! Put cockpitmod in the primarylist field.
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 04:07:41 pm
Oi! Put cockpitmod in the primarylist field.

do you mean put -mod Cockpitmod in custom flags in features? if that is the case, i already did that.
Title: Re: Cockpits : One Stop Shopping
Post by: Cobra on September 05, 2011, 04:24:57 pm
Well I thought I had it in my fs2 folder still but I guess I deleted it. In your mod.ini put 'cockpitmod' in the primarylist field.
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on September 05, 2011, 04:53:09 pm
He says that the cockpit is there it's the hud that isn't. Post your hud gauges table that you are using so we can see if that is where things are going wrong.
Title: Re: Cockpits : One Stop Shopping
Post by: Cobra on September 05, 2011, 05:06:59 pm
Derp. That's what I get for rushed reading. I feel like I know the solution but it's not coming to me.
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 05:57:43 pm
ok here it is for the myrmidon

Code: [Select]
$Load Retail Configuration: Yes      ; 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: (1280, 720)
$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: (645, 625)
;Font: 3
;Slew: no
;Filename: support1
;Header Offsets: (3, 2)
;Text Y-offset: 12
;Dock Status X-offset: 6
;Dock Time X-offset: 65
+Damage:
Position: (619, 71)
;Font: 3
;Slew: no
;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: (1311, 169)
;Font: 3
;Slew: no
;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: (1350, 788)
;Font: 3
;Slew: no
;Filename: toggle1
;Auto Offsets: (13, 2)
;Speed Offsets: (10, 10)
+Auto Target:
Position: (1350, 759)
;Font: 3
;Slew: no
;Filename: toggle1
;Auto Offsets: (13, 2)
;Target Offsets: (7, 10)
+Countermeasures:
Position: (1238, 705)
;Font: 3
;Slew: no
;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: (7, 326)
;Font: 3
;Slew: no
;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: (1238, 615)
;Font: 3
;Slew: no
;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 Background 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: (1163, 6)
;Font: 3
;Slew: no
;Top Background Filename: message1
;Entry Background Filename: message2
;Bottom Background Filename: message3
;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: (1238, 326)
;Font: 3
;Slew: no
;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: (1238, 759)
;Font: 3
;Slew: no
;Filename: energy1
;Foreground Clip Height: 41
;Letter Offsets: (2, 42)
;Top Offsets: (0, 0)
;Bottom Offsets: (0, 50)
+ETS Shields:
Position: (1263, 759)
;Font: 3
;Slew: no
;Filename: energy1
;Foreground Clip Height: 41
;Letter Offsets: (2, 42)
;Top Offsets: (0, 0)
;Bottom Offsets: (0, 50)
+ETS Engines:
Position: (1288, 759)
;Font: 3
;Slew: no
;Filename: energy1
;Foreground Clip Height: 41
;Letter Offsets: (2, 42)
;Top Offsets: (0, 0)
;Bottom Offsets: (0, 50)
+Target Monitor:
Position: (7, 691)
;Font: 3
;Monitor Filename: targetview1
;Integrity Bar Filename: targetview2
;Viewport Offsets: (3, 39)
;Viewport Size: (131, 112)
;Integrity Bar Offsets: (133, 52)
;Integrity Bar Foreground Clip Height: 88
;Status Offsets: (107, 53)
;Name Offsets: (8, -3)
;Class Offsets: (8, 7)
;Distance Offsets: (8. 18)
;Speed Offsets: (85, 18)
;Hull Offsets: (134, 42)
;Cargo Contents Offsets: (8, 30)
;Cargo Scan Start Offsets: (2, 45)
;Cargo Scan Size: (130, 109)
+Extra Target Data:
Position: (7, 647)
;Font: 3
;Slew: no
;Filename: targetview3
;Bracket Offsets: (0, 3)
;Dock Offsets: (7, 18)
;Order Offsets: (7, 0)
;Time Offsets: (8, 9)
+Target Shields:
Position: (503, 785)
;Font: 3
;Slew: no
+Radar:
Position: (617, 691)
;Font: 3
;Filename: 2_radar1
;Infinity Distance Offsets: (185, 150)
;Long Distanace Offsets: (181, 150)
;Short Distance Offsets: (184, 150)
+Player Shields:
Position: (827, 785)
;Font: 3
;Slew: No
; If you want different types of radar running, be my guest
;+Radar Orb: 
;Position: (615, 691)
;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, 552)
;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: (1363, 839)
;Font: 3
;Slew: no
;Filename: time1
;Text Offsets: (4, 4)
;Value Offsets: (26, 12)
+Kills:
Position: (1238, 731)
;Font: 3
;Slew: no
;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
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on September 05, 2011, 07:04:35 pm
Ok, so you have only tried to use the cockpit and hud in the Myrmidon? Did you try the table in the post I quoted? That has more ships and also a default config for ships that you don't use the cockpit for.


http://www.mediafire.com/file/11btj8ap2xw32mx/hud_gauges.tbl (http://www.mediafire.com/file/11btj8ap2xw32mx/hud_gauges.tbl)
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 05, 2011, 07:07:46 pm
no, thats a short section of the config of that tbl you posted earlier.
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 07, 2011, 05:43:45 pm
some useful info may be that i have no HUD on the recent nightly build.   :nervous:
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on September 07, 2011, 06:07:26 pm
Please, download the table that's posted above. If you are using only what you posted the hud isn't going to work for anything other than the Myrmidon. What you posted was just meant to be an example for people making their own tables.
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 07, 2011, 08:49:38 pm
i already said that i'm using the HUD you posted and it still wont work!
Title: Re: Cockpits : One Stop Shopping
Post by: rscaper1070 on September 07, 2011, 10:23:03 pm
Well, my only guess is that your screen is a different resolution than mine and you are going to have to do what I did and figure it out on your own. The problem is on your end. I suggest that you use the hud calculator (http://www.hard-light.net/forums/index.php?topic=73961.msg1461180#msg1461180) that Kolgena wrote to find the basic hud layout for your screen. Then go through and move things around until they are in the right spot.
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 08, 2011, 04:22:18 pm
i used find and replace to change all the base resolutions to 1280/780...
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on September 16, 2011, 06:36:17 pm
some one please help me!
Title: Re: Cockpits : One Stop Shopping
Post by: mralexs on October 29, 2011, 11:07:32 am
The HUD won't work in the Generic CP for some reason :(
Title: Re: Cockpits : One Stop Shopping
Post by: HAZARDLEADER on January 22, 2012, 01:45:39 pm
Can you or some one upload it to a different site, mega uploads has been taken down by a federal judge
Title: Re: Cockpits : One Stop Shopping
Post by: GODzilla on February 15, 2012, 03:26:06 am
I've been trying to get onto the forums for two weeks now, just to tell you this:

You can get rid of the imho ugly reflections on the cockpit-glass by simply erasing

TerranCockpit1-Shine.dds

and you're done.

I have noticed no missing reflections or missing lighting on the cockpit after I erased the file. To be honest - and really, no disrespect meant - I don't know what the file is doing at all. ^^

The best part is that the glass still looks like glass. It's semi-transparent. But the reflections from light-sources that are behind the player ship are GONE for good. :)
Title: Re: Cockpits : One Stop Shopping
Post by: HAZARDLEADER on February 15, 2012, 06:54:31 am
I've been trying to get onto the forums for two weeks now, just to tell you this:

You can get rid of the imho ugly reflections on the cockpit-glass by simply erasing

TerranCockpit1-Shine.dds

and you're done.

I have noticed no missing reflections or missing lighting on the cockpit after I erased the file. To be honest - and really, no disrespect meant - I don't know what the file is doing at all. ^^

The best part is that the glass still looks like glass. It's semi-transparent. But the reflections from light-sources that are behind the player ship are GONE for good. :)
thx that solved the shine problem for me!!!
Title: Re: Cockpits : One Stop Shopping
Post by: Nuke on February 15, 2012, 03:39:09 pm
you know you can darken the shine and env channels on the textures? right? you cant just use the same textures on both inside and outside of the glass.
Title: Re: Cockpits : One Stop Shopping
Post by: GODzilla on February 15, 2012, 03:46:15 pm
I tried to mess with the texture, but it was exactly that..."messing". :D Because my photoshop skills are so low, you could tunnel through the planet with it. *g*

Can you do it? Then please, go ahead, then upload it for us. :) Thanks in advance.
Title: Re: Cockpits : One Stop Shopping
Post by: HAZARDLEADER on February 15, 2012, 03:46:45 pm
you know you can darken the shine and env channels on the textures? right? you cant just use the same textures on both inside and outside of the glass.
No, actually I did not.  :nervous:
Title: Re: Cockpits : One Stop Shopping
Post by: Nuke on February 16, 2012, 07:06:37 am
I tried to mess with the texture, but it was exactly that..."messing". :D Because my photoshop skills are so low, you could tunnel through the planet with it. *g*

Can you do it? Then please, go ahead, then upload it for us. :) Thanks in advance.

i try to avoid helping others with their mods. fix one little thing and they want you to do the same to a hundred or so other similar things. besides i have a hard enough time finding distraction free time to work on my many other projects. and frankly im still doing things the old fashoned way myself, all my models i just remove the polies where the glass would go. i really havent been in a graphics mood for years, i blame scripting.
Title: Re: Cockpits : One Stop Shopping
Post by: GODzilla on February 16, 2012, 07:22:52 am
Mhm....not really helpful then, to be honest. :D Could you at least describe what needs to be changed, so others might pick up the torch and do it for us? Thanks in advance.
Title: Re: Cockpits : One Stop Shopping
Post by: mjn.mixael on February 16, 2012, 09:42:41 am
Wiki: we have one. Use it.

http://www.hard-light.net/wiki/index.php/Texturing#TextureName-shine.xxx (http://www.hard-light.net/wiki/index.php/Texturing#TextureName-shine.xxx)
Title: Re: Cockpits : One Stop Shopping
Post by: chief1983 on February 16, 2012, 09:57:13 am
Nuke, instead of giving a man a fish, you should teach them to fish for themselves :)
Title: Re: Cockpits : One Stop Shopping
Post by: Nuke on February 16, 2012, 03:58:42 pm
no! my fish! can not have!

i said exactly what needed to be done. darken the shine and env map on areas in the cockpit model where the glass is. specular color should probably be slightly brighter than the diffuse color (but not that much were talking a couple rgb values) to look right. if you still get glare you probably need to darken the diffuse color and bring the shine and env down with it.
Title: Re: Cockpits : One Stop Shopping
Post by: GODzilla on February 16, 2012, 04:58:45 pm
Well, I'll have a look at it then, trying to do what you said...

BUT: Gimme a reason. :D Let me rephrase that...into a question: Do you know if there are any disadvantages when I just erase the whole shine texture? Because visually there does not seem to be a difference. Please correct me if I'm wrong.
Title: Re: Cockpits : One Stop Shopping
Post by: Nuke on February 16, 2012, 09:50:38 pm
as i understand it the shine map just causes the areas that are illuminated to use the shine texture over the diffuse texture, and the env map is essentially a mask to display the cubemap over the hull to give an appearance of reflectivity. i usually keep my env maps really dark like under a alpha value of 32 which displayes the cubemap at 1/8th brightness. specular color is harder to get right though.

think of it this way diffuse is what the ship looks like in ambient light, the shinemap is what the ship looks like when facing a light source. since different surfaces point in different directions, what you get is essentially an interpolation between the two maps. its the difference between the two maps based on the angle of the surface relative to the light that makes the effect solid. so if you want less of an effect from specular lighting, you need to keep the shinemaps as dark as you can while still being at least slightly brighter than the diffuse colors.

should point out that im not certain about the maths, but i think its all in the shaders. i know as a general rule of thumb artists suck at reading code, and coders suck at making art. but it really does help to understand the math involved in blending pixels.
Title: Re: Cockpits : One Stop Shopping
Post by: MetalDestroyer on April 24, 2012, 04:37:27 pm
Here some cockpitview for several mods:
http://www.mediafire.com/?8dx5k0cwsrz29
Title: Re: Cockpits : One Stop Shopping
Post by: Al-Rik on April 25, 2012, 03:18:13 pm
Here some cockpitview for several mods:
http://www.mediafire.com/?8dx5k0cwsrz29

Thx, I will try them with fs2_open_3_6_14_RC5.exe. :D

General Question regarding Cockpit Mods ( and other mods ) :

I have played around with the Generic Cockpit from the first posting in this thread after: And This one is for FS2 and beyond. I think this is the best way.  (http://www.hard-light.net/forums/index.php?topic=71151.msg1406887#msg1406887)

1.) I edited a Cockpits-shp.tbm table so that all Canonical Terran Fighters / Bombers in Freespace 1 and 2 should use it.
2.) I edited the MTV_root-hdg.tbm so that all these fighters should use a HUD Layout that fits into this Generic Cockpit
3.) I noticed that some of the HUD Elements are missing, and used HUD files from the FreeSpace Port to fix it.
4.) I noticed that the 2D Freespace Radar was off center, and that the 3D Orb Radar looks awful with the 2D Icons, so I edited the radar-shp.tbm so that only Capital Ships are shown as Icon.

I tested the whole thing with fs2_open_3_6_14_RC5.exe, MediaVPS 3612 and FS-Port 3.3 (with fsport-mediavps ).

In Game Screenshoot (works great with Target Padlock View):
(http://i299.photobucket.com/albums/mm296/Alreech/Freespace/GenericCockpit/th_screen0035.jpg) (http://s299.photobucket.com/albums/mm296/Alreech/Freespace/GenericCockpit/?action=view&current=screen0035.jpg)

File Structure:
(http://i299.photobucket.com/albums/mm296/Alreech/Freespace/GenericCockpit/th_Unbenannt.png) (http://s299.photobucket.com/albums/mm296/Alreech/Freespace/GenericCockpit/?action=view&current=Unbenannt.png)

Nothing of my work was creative, I only was only toying around with things others have created (like the Generic Terran Cockpit or the HUD-Layout Tables). That's the reason I'm still hesitating to upload and share it with others.

The Generic Cockpit.pof is from Dragon and Vasudan Admiral. (http://www.hard-light.net/forums/index.php?topic=71109.msg1406232#msg1406232)
The HUD code is from rscaper1070 (http://www.hard-light.net/forums/index.php?topic=71151.msg1423693#msg1423693)
The HUD.anis are from FS-Port (or even retail FS1)
Maybe others are also involved (Swifty ?).

Im not quite sure how should I handle it, i will asking each of them via personal message for permission, or it is usual in the FS Community to use the work of other persons as long as proper credit is given ?
I would like to give the edited files away so others can use them, but I don't want to steal other peoples work.
I also want to avoid the appearance that I created the Models, Textures, .anis or .tbm, because in fact I only edited the .tbms
Title: Re: Cockpits : One Stop Shopping
Post by: HAZARDLEADER on April 25, 2012, 03:33:54 pm
Here some cockpitview for several mods:
http://www.mediafire.com/?8dx5k0cwsrz29
Where might i drop the next gen render file, in my media vps or some where else?
Title: Re: Cockpits : One Stop Shopping
Post by: MetalDestroyer on April 26, 2012, 10:18:10 am
Here some cockpitview for several mods:
http://www.mediafire.com/?8dx5k0cwsrz29
Where might i drop the next gen render file, in my media vps or some where else?

In whatever mods you want. It could be in media vp, Blue planet, Inferno, Vassago Dirge, Wings of Dawn, etc...
Title: Re: Cockpits : One Stop Shopping
Post by: HAZARDLEADER on April 27, 2012, 09:11:53 pm
No i meant to get it working, i placed it in the mediavps and it did not work, and yes i can be a dumb ass some times :p
Title: Re: Cockpits : One Stop Shopping
Post by: MetalDestroyer on April 28, 2012, 04:02:16 pm
No i meant to get it working, i placed it in the mediavps and it did not work, and yes i can be a dumb ass some times :p

You need a built that support at least:
- post processing
- shadows
- sunshaft

Enable them within the launcher. And play.
Title: Re: Cockpits : One Stop Shopping
Post by: Al-Rik on April 30, 2012, 02:27:19 pm
Generic Cockpit Mod for Freespace 2 , needs at least 3.6.14 Release Candidate 5:
http://www.mediafire.com/download.php?lb9bup52q00e2j7

I only edited the Tables, the real work was done by Vasudan Admiral (Generic Cockpit.pof) Dragon (Original Cockpitmod for Blue Planet) and rscaper (Tables for the HUD and this Thread). All Thanks to them  ;)

Edit:
changed link to new version.
Title: Re: Cockpits : One Stop Shopping
Post by: HAZARDLEADER on May 05, 2012, 08:20:34 pm
No i meant to get it working, i placed it in the mediavps and it did not work, and yes i can be a dumb ass some times :p

You need a built that support at least:
- post processing
- shadows
- sunshaft

Enable them within the launcher. And play.
**** i have not been able to get rc3-4-5 working yet. New task set!
Title: Re: Cockpits : One Stop Shopping
Post by: LordMelvin on May 05, 2012, 09:11:27 pm
Your numbering is strange and incomprehensible, but possibly consider going for 3.14.RC6 instead.
Title: Re: Cockpits : One Stop Shopping
Post by: Gryphus_OnE on May 10, 2012, 04:12:55 am
Generic Cockpit Mod for Freespace 2 and FS-Port 3.3, needs at least 3.6.14 Release Candidate 5:
http://www.mediafire.com/download.php?zkc2iq6adb6wz22

I only edited the Tables, the real work was done by Vasudan Admiral (Generic Cockpit.pof) Dragon (Original Cockpitmod for Blue Planet) and rscaper (Tables for the HUD and this Thread). All Thanks to them  ;)

First time post!
Excuse me, I downloaded this zip and placed the cockpitmod folder in the zip folder into the Freespace2 directory as said in the readme. However when I loaded up the game my HUD seems to be missplaced, I do use a 16:9 monitor so I'm not sure what the problem is.
(http://i.imgur.com/eixIJs.jpg) (http://imgur.com/eixIJ)
Title: Re: Cockpits : One Stop Shopping
Post by: MetalDestroyer on May 10, 2012, 07:18:34 am
No i meant to get it working, i placed it in the mediavps and it did not work, and yes i can be a dumb ass some times :p

You need a built that support at least:
- post processing
- shadows
- sunshaft

Enable them within the launcher. And play.
**** i have not been able to get rc3-4-5 working yet. New task set!

rc3 to 5 don't have sunshaft and shadows or none of them. You have to use a beta build here:
http://www.hard-light.net/forums/index.php?topic=78923.0

or here:
http://www.hard-light.net/forums/index.php?topic=80421.0
Title: Re: Cockpits : One Stop Shopping
Post by: Al-Rik on May 11, 2012, 03:55:39 pm
Generic Cockpit Mod for Freespace 2 and FS-Port 3.3, needs at least 3.6.14 Release Candidate 5:
http://www.mediafire.com/download.php?zkc2iq6adb6wz22

I only edited the Tables, the real work was done by Vasudan Admiral (Generic Cockpit.pof) Dragon (Original Cockpitmod for Blue Planet) and rscaper (Tables for the HUD and this Thread). All Thanks to them  ;)

First time post!
Excuse me, I downloaded this zip and placed the cockpitmod folder in the zip folder into the Freespace2 directory as said in the readme. However when I loaded up the game my HUD seems to be missplaced, I do use a 16:9 monitor so I'm not sure what the problem is.
(http://i.imgur.com/eixIJs.jpg) (http://imgur.com/eixIJ)
The resolution is right, otherwise the all would be misplaced.

I think the problem is that you use the the main FS2 Campaign. I only made excessive tests with the FS Port.

If you want to fix it, try this:
Go to: FreeSpace2\cockpitmod\data\tables\mv_root-hdg.tbm

You can open the .tbm file with notepad (but first make a copy of it).
Search (CTRL+F) for: Ulysses
Than search further for: +Throttle
My first guess is, that the positions are wrong ( at least in FS2 )
The same with  +Threat Indicator

If you load the screenshoot in GIMP (or any other paint tool that shows your cursors position ) resize it to 1440 x 900 you can guess easily that the right coordinates are by placing the cursor to the place the left upper corner of the HUD Element should be.

But anyway, thanks for the feedback, I will have a look at it during the weekend. :D
Title: Re: Cockpits : One Stop Shopping
Post by: Al-Rik on May 17, 2012, 04:02:00 pm
New version of the cockpitmod done, at the moment only for Freespace 2:
http://www.mediafire.com/download.php?lb9bup52q00e2j7

Don't use it for the FS Port !
Next version will use FS1 HUD Anis for the FS1 Era fighters & bombers like Apollo and Ursa, and should work with Freespace2 and the FS Port.
Title: Re: Cockpits : One Stop Shopping
Post by: GODzilla on May 17, 2012, 04:03:44 pm
What exactly is new? Could we have a preview? Thanks in advance. :)
Title: Re: Cockpits : One Stop Shopping
Post by: Al-Rik on May 17, 2012, 04:09:52 pm
What exactly is new? Could we have a preview? Thanks in advance. :)

The first version of the mod doesn't work right with Freespace 2.
The Throttle and the Tread indicator are at wrong positions.
(http://i.imgur.com/eixIJs.jpg)

The new version fix this, but it will only work in Freespace 2, not the FS Port.
Title: Re: Cockpits : One Stop Shopping
Post by: GODzilla on May 17, 2012, 04:23:29 pm
Guess I'll trust your word then, because saying something like "ah, I see" would be impossible. :D
Title: Re: Cockpits : One Stop Shopping
Post by: Gryphus_OnE on May 23, 2012, 11:02:09 am
Hey, thanks for fixing the HUD for the cockpitmod now the whole thing looks really awesome!
Title: Re: Cockpits : One Stop Shopping
Post by: Al-Rik on October 29, 2012, 02:43:55 pm
Thread necromantic to add the gift from Diaspora to this thread:

A gift from Diaspora. Seeing how DRADIS RTT has been tested, I feel general HUD to cockpit RTT is now ready to apply to other gauges. It's not an exhaustive proof of concept, but just enough to get modders to play with this feature.
http://www.hard-light.net/forums/index.php?topic=82572.0

Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on November 01, 2012, 04:12:20 pm
Thread necromantic to add the gift from Diaspora to this thread:

A gift from Diaspora. Seeing how DRADIS RTT has been tested, I feel general HUD to cockpit RTT is now ready to apply to other gauges. It's not an exhaustive proof of concept, but just enough to get modders to play with this feature.
http://www.hard-light.net/forums/index.php?topic=82572.0



Really looking forward to some progress with RTT and cockpits!  Looks very promising.
Title: Re: Cockpits : One Stop Shopping
Post by: Flygit on January 07, 2013, 06:58:25 am
I can't get hud to work in 1920x1200 resolution. If I lower res I can see it. I tried gauge calculator but I'm not sure which values I'm supposed to change in that gauge file.

Do I need to use default fov or can I use higher?

edit: I experimented with the gauge values and it is too much work to put them in their right place and they move around abit with TrackIR so I'll just use blank VA generic cockpit and vanilla "helmet" hud. RTT cockpit is propably what I'm looking for, it was pretty great in diaspora. Is there any progress on that?
Title: Re: Cockpits : One Stop Shopping
Post by: MetalDestroyer on January 14, 2013, 05:48:27 pm
For those playing the newly Blue Planet 2: War In Heaven (released this month), here the cockpit view you want !! Thanks to Steve-O. Your Cockpits are far better than the old one.
Just unzip the vp file into your blue planet 2 repository.
http://www.mediafire.com/download.php?j0cnsnaja7o9ip0

(http://tof.canardpc.com/preview2/caf8ae89-3b5c-4ff6-b282-586438973d20.jpg) (http://tof.canardpc.com/view/caf8ae89-3b5c-4ff6-b282-586438973d20.jpg)(http://tof.canardpc.com/preview2/08e85558-2667-4e94-8e23-2beea5f7883b.jpg) (http://tof.canardpc.com/view/08e85558-2667-4e94-8e23-2beea5f7883b.jpg)(http://tof.canardpc.com/preview2/d07b29be-f80b-4dff-9202-06443b74e4fc.jpg) (http://tof.canardpc.com/view/d07b29be-f80b-4dff-9202-06443b74e4fc.jpg)
Title: Re: Cockpits : One Stop Shopping
Post by: redsniper on January 17, 2013, 11:18:55 pm
What's up with all the extra stuff in the VP like sounds and effects and stuff? Do they override MVP or BP assets?
Title: Re: Cockpits : One Stop Shopping
Post by: MetalDestroyer on January 18, 2013, 12:53:06 pm
sounds & effects are extra stuff for primary guns for BP 2. But, I didn't check if they would override existing one or have to be renamed so they can match with sound tbl from BP. The same goes for the effects for guns. They were with the revamp model fighter from Steve-O.
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on January 21, 2013, 12:53:53 pm
For those playing the newly Blue Planet 2: War In Heaven (released this month), here the cockpit view you want !! Thanks to Steve-O. Your Cockpits are far better than the old one.
Just unzip the vp file into your blue planet 2 repository.
http://www.mediafire.com/download.php?j0cnsnaja7o9ip0

Good lord those look amazing, any way to get those into regular FS2 SCP?  I wouldn't care that they don't match the ships, neither does the Generic CP...
Title: Re: Cockpits : One Stop Shopping
Post by: Commander Zane on January 21, 2013, 01:15:39 pm
I wouldn't care that they don't match the ships, neither does the Generic CP...
You know this how? There's no ship prior to MediaVP upgrades that showed the inside of a cockpit except Lt. Ash's Apollo in the FreeSpace 1 opening cinematic. Lack of instrument panel textures aside, the model itself is basically a carbon-copy of that cockpit. There's no other shown cockpit interiors for anyone to say whether they match or not.
Title: Re: Cockpits : One Stop Shopping
Post by: MetalDestroyer on January 22, 2013, 06:29:55 am
However, cockpits in FSPort are also awesome despite the low resolution texture and the low poly.
Here a link to get Cockpit view in FSPort.
http://www.mediafire.com/download.php?0tjos3rcm7eq207
Title: Re: Cockpits : One Stop Shopping
Post by: Cobra on January 22, 2013, 06:35:06 am
STEVE-O MARRY ME NON-HOMOSEXUALLY

wait, I'm already engaged. ****.
Title: Re: Cockpits : One Stop Shopping
Post by: redsniper on January 22, 2013, 10:14:12 am
I wouldn't care that they don't match the ships, neither does the Generic CP...
You know this how? There's no ship prior to MediaVP upgrades that showed the inside of a cockpit except Lt. Ash's Apollo in the FreeSpace 1 opening cinematic. Lack of instrument panel textures aside, the model itself is basically a carbon-copy of that cockpit. There's no other shown cockpit interiors for anyone to say whether they match or not.

Because we can see even from retail models that not every ship has the same canopy shape or strut configuration as the Apollo.
Title: Re: Cockpits : One Stop Shopping
Post by: Commander Zane on January 22, 2013, 01:10:42 pm
Its instrument panel is also low enough that if it were universally used on all Terran strike craft, that canopy shape and piece count would have no effect whatsoever.
But again, without actually seeing anything besides the canopy, there's no way for us to know if that's the case or not.
Title: Re: Cockpits : One Stop Shopping
Post by: redsniper on January 22, 2013, 04:47:50 pm
Its instrument panel is also low enough that if it were universally used on all Terran strike craft, that canopy shape and piece count would have no effect whatsoever.
But again, without actually seeing anything besides the canopy, there's no way for us to know if that's the case or not.

I'm saying the view from inside will be different for different fighters, and that that can't be represented with just one model. Now if we're just talking about the instrument panel, then yeah I think it makes sense for it to be the same or similar across different ships, given that pilots seem to be able to fly different ship classes with ease, and the Apollo is as good a base as any since it's the only fighter interior we see.
Title: Re: Cockpits : One Stop Shopping
Post by: Scooby_Doo on January 24, 2013, 01:36:18 am
If the cockpit tubs are about the same, then there shouldn't be much of a problem.  The window frames may vary, but that's much easier to fix.  If your doing the actual modelling then just have each type of window frame you need.  Just mix and match as needed.
Title: Re: Cockpits : One Stop Shopping
Post by: Cobra on January 26, 2013, 10:18:48 pm
So I don't know if I'm being stupid or not, but when I slap the .vp in there I just get the usual show ship with bad eyepoints. Am I missing something or, as stated before, am I stupid?
Title: Re: Cockpits : One Stop Shopping
Post by: TomJeffersonJones on January 28, 2013, 10:59:03 am
I wouldn't care that they don't match the ships, neither does the Generic CP...
You know this how? There's no ship prior to MediaVP upgrades that showed the inside of a cockpit except Lt. Ash's Apollo in the FreeSpace 1 opening cinematic. Lack of instrument panel textures aside, the model itself is basically a carbon-copy of that cockpit. There's no other shown cockpit interiors for anyone to say whether they match or not.

Yes, I don't know what the tubs look like, I was merely assuming that these pits and exterior hull bits made for specific Blue-Planet ships would not match a FS2 era fighter.  I was just wondering if these were separate models like the Generic CP and could be swapped into its place in the retail campaigns.
Title: Re: Cockpits : One Stop Shopping
Post by: redsniper on January 29, 2013, 08:39:04 am
The BP cockpits are just modeled into the ship models and that VP just turns on "show ship." You probably don't get the same model and texture quality (or built in hud gauges) as you would from a dedicated cockpit model like the GenericCP, but you do get a unique cockpit for every ship and you can look out and see the wings and stuff, which is what I prefer at least.
Title: Re: Cockpits : One Stop Shopping
Post by: Hicks on February 04, 2018, 09:29:14 am
What would I need to do to use the most recently posted version of these cockpits with the Blue Planet Complete version that installed with the Freespace Open Installer? I tried moving them into the file directory, renaming them to match the naming conventions but I had no luck.

Thank you in advance.
Title: Re: Cockpits : One Stop Shopping
Post by: OverDhill on February 04, 2018, 12:00:38 pm
I have never seen any cockpit work with Blue Planet. I myself have decided to play without any cockpit MOD as it just seems to look better when dog fighting with TrackIR. Your moving your head around and the cockpit view doesn't as  it is not 3D. Just not the same immersion effect. Just my preference these days.
Title: Re: Cockpits : One Stop Shopping
Post by: Durandal7 on September 09, 2019, 04:47:49 am
I tried adding the "show ship" in the flags section of the bp-shp.tbm file, but it did not work :(
Did the flag name change or do I have to take extra steps?
Title: Re: Cockpits : One Stop Shopping
Post by: Nightmare on September 09, 2019, 12:41:44 pm
You can take a look at the models and tables in the OP, it's slightly more complex than that (fixed eyepoints that are where the model pilot has his eyes, invisible cockpit glass etc).
Title: Re: Cockpits : One Stop Shopping
Post by: Durandal7 on September 09, 2019, 02:26:22 pm
Hey, thanks for the reply! I looked at the tables and the only thing I noticed is that the "show ship" flag was added.

Regarding the eyepoints, I don't know where such info is stored... the only thing that comes close to my knowledge is the Cockpit Offset line in the ships.tbl: https://wiki.hard-light.net/index.php/Ships.tbl#.2BCockpit_Offset:
However, this line isn't in the mod file, so that can't be it.

I have no clue about how to make cockpits invisible... but I was able to open a random model with ModelView32
Title: Re: Cockpits : One Stop Shopping
Post by: Nightmare on September 09, 2019, 03:52:35 pm
Forget about modelview, PCS2 handles that better. Eyepoints are stored in the POF files.

I can't check the files myself right now so all I can do is telling what I remember from looking at them once. :nervous:
Title: Re: Cockpits : One Stop Shopping
Post by: Durandal7 on September 10, 2019, 04:41:28 am
Thank you so much! :) I was able to edit the view point and also discovered an interesting fact: the model is not visible unless I press the Free Look View key... This plus how to make the canopy transparent are the 2 main issues that I don't know how to fix yet.

EDIT: hold on, "show ship" is broken in FSO 3.8.0-3, but works perfectly in FSO 19.0.0-RC1. However, the recommended FSO build is giving me weird FPS :(
Title: Re: Cockpits : One Stop Shopping
Post by: Nightmare on September 10, 2019, 07:16:06 am
(Mind telling what you mean by weird FPS?) Easiest way to get around this would be to test different builts. If some outdated built is recommended you can probably ignore it, anyway.
Title: Re: Cockpits : One Stop Shopping
Post by: Durandal7 on September 10, 2019, 01:52:20 pm
The FPS problem went away after I applied the -no_vsync flag. And speaking of flags:
-nospec (disable specular): improves the canopy so much that I don't even find necessary to make it transparent anymore!
-noglow (disable glow maps): this will switch the MFDs off

Here is a test I made earlier, but it's already obsolete since I changed the viewpoint to get that yellow blinking MFD out of the field of view: https://www.youtube.com/watch?v=kFriwWTZte0 (sorry for the lights... or the lack thereof, I was super excited to have cockpits back and got carried away making the background dark as I like it)

It is going good, I'll update tomorrow with more info ;) (the dynamic primary linking showcased at the end of the video will be a separate mod)
Title: Re: Cockpits : One Stop Shopping
Post by: Nightmare on September 11, 2019, 01:51:52 am
Thats a pretty good learning curve! :nod:
However, I have to disagree with the use of flags for cockpit editing. -nospec will not only make your cockpit transparent, but take shine maps from every ship in the mission.

-noglow will do that for every glowmap on capital ships or other fighter.
For both there are better options but I can't test it right now.
Title: Re: Cockpits : One Stop Shopping
Post by: Durandal7 on September 11, 2019, 09:09:48 am
It was more like "deactivated every graphic setting both with FSO falgs and in-game to free as many resources as possible, then spent one entire day wondering why afterburners and missiles had no trails playing to my heart's content since I got cockpits back", but thank you! :lol:

I uploaded the mod as it currently is on my computer: https://drive.google.com/open?id=1m5Suy08DshjnxuURlQCfemanxXOOi80b
Excuse the loose files, I have yet to research how to create a .vp file (and what the community guidelines are for publishing mods that depends on other mods and such).

Unfortunately I don't know what these other options are, but if they involve making the radar icons easily visible even if the MFD glows are on, I'm all ears! :)
Title: Re: Cockpits : One Stop Shopping
Post by: Nightmare on September 11, 2019, 12:25:24 pm
VP editors can be found here: https://www.freespacemods.net/#cat_51

However that shouldn't be necessary if you just want to show your files, which are easier to investigate if you don't VP them. Regarding releases, I don't know how Knossos handles that (which is most common for "proper" releases).

The easiest way to solve overlapping HUD/cockpit model parts would be to edit the glow map of the cockpit.
Title: Re: Cockpits : One Stop Shopping
Post by: Durandal7 on September 12, 2019, 01:08:36 pm
Edit how? Like, make them "black"? You see, some of them are overlapping as you said, others are "behind" the radar and make it unreadable.

And thanks for showing me that site! I was relying on The FreeSpace Oracle which doesn't have pcs2 and vpmage: http://www.fs2downloads.com/tools.html
Title: Re: Cockpits : One Stop Shopping
Post by: Nightmare on September 13, 2019, 04:04:41 am
I can't check it out as I'm a couple thousand km from a FS install right now. Only alternative would be to edit the radar via HUD gauge table.