Author Topic: Cockpits redux (Stable branch)  (Read 24992 times)

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Offline WMCoolmon

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Cockpits redux (Stable branch)
Changes:
  • player.IsMulti (scripting) gets whether player is a multiplayer pilot. I recommend changing the variable only if you're curious, not if you want to maintain a working pilot file. :p
  • Added $Cockpit POF File: above $POF File: in ships.tbl
  • Added +Cockpit Offset variable which takes a vector of the offset that the cockpit should be relative to the viewer

Screenies:
Viewing an Orion
Demonstrating the slewing capabilities (the hull breach in the lower left is a consequence of the model, not the code)

Downloads:
C12302007s build
Cockpit Fun Pack, with an old, old cockpit model by Aldo and the modular table to get it working for the Ulysses.
-C

 

Offline MetalDestroyer

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Re: Cockpits redux (Stable branch)
We just need high detailed 3D cockpit without having a poly hiding the view ^^

 

Offline Black Wolf

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Re: Cockpits redux (Stable branch)
Wow. Sweet :D
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Re: Cockpits redux (Stable branch)
I hope one day high-poly cockpit views will be implemented into SCP :yes:
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Offline jr2

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Re: Cockpits redux (Stable branch)
Niiiice.  :yes:

 

Offline Vasudan Admiral

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Re: Cockpits redux (Stable branch)
It doesn't look like it's getting lit correctly. Or at all. No matter which way I rotate, the lighting stays the same, and there are some nasty clipping errors that this time aren't because of holes in the model:


For reference, that's the right-view of this:


Also, what's the slewing thing? It looks cool, but I couldn't work it out. :(
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Offline Cobra

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Re: Cockpits redux (Stable branch)
Holding down Numpad Zero and hitting the keypad arrows? :nervous:
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Offline Vasudan Admiral

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Re: Cockpits redux (Stable branch)
Ah, yeah that was it - thanks. :)

Very cool. :D
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Offline WMCoolmon

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Re: Cockpits redux (Stable branch)
How close are the edges of that cockpit to the center? They can't be more than 0.05 m with that build, or clipping will occur.

Here's a build that has fixed lighting and a minimum clip distance of 0.02. Tell me if the clipping changes with this one.

If I move the clipping plane too near, however, then ships with large cockpit models will have issues with rendering order. The zbuffer has a limited amount of data that it can hold, and the closer the minimum clipping distance gets, the more information is required to make the minimum clipping distance even smaller. (Eg reducing the clipping distance from 0.05 to 0.02 requires more data storage space than reducing it from 0.08 to 0.05) I am dynamically setting the maximum clipping distance based on the radius of the cockpit models to keep zbuffer space from being wasted, but there's a limit to how effective that will be.
-C

 

Offline MetalDestroyer

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Re: Cockpits redux (Stable branch)
More screeenies :wub:

 

Offline chief1983

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Re: Cockpits redux (Stable branch)
Not sure what happened, but this build seems to have broken multi.  Couldn't connect by IP, switched back to an older build and it worked just fine.  Game never showed up in the browser.

(I'm aware there's no working PXO for 3.6.10 yet, this is an unrelated issue as I wasn't using PXO).
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
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Offline WMCoolmon

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Re: Cockpits redux (Stable branch)
Did you have the modular ship table in your FS2 path?

I'm pretty sure I didn't touch any multi code.
-C

 

Offline Vasudan Admiral

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Re: Cockpits redux (Stable branch)
Ok, that one worked better - the lighting shifted round mostly as it shouold, but the clipping issues remain almost identical. However, the models radius is only 4.6m, so it could well just be that the model is too small to use properly. I'm gonna try an enlarged version and see if that fixes the probs.
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Offline Vasudan Admiral

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Re: Cockpits redux (Stable branch)
Well it appears to make no difference whether the cockpit is big or small - the clipping issues are always the same, so it's something else at work here. I'll attach the POF and DDS for testing.

(The models centre is in the correct position, so it needs no offset)

[attachment deleted by ninja]
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Offline Vasudan Admiral

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Re: Cockpits redux (Stable branch)
And here's the map. (combined they came to 528kb. :\ )

[attachment deleted by ninja]
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Offline Tolwyn

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Re: Cockpits redux (Stable branch)
Cool. I've been waiting for this for a loooong time! :D
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Offline chief1983

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Re: Cockpits redux (Stable branch)
Did you have the modular ship table in your FS2 path?

I'm pretty sure I didn't touch any multi code.

I just tried using the build itself with some other mods.  Couldn't get it to find any games, even when the IP was manually typed in.  Regardless, if you just commit the stuff you did change, I doubt it'll affect multi in anyone else's builds.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline castor

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Re: Cockpits redux (Stable branch)
IIRC multi has been defunc in the stable branch for some time now. I had the impression that it requires the new FS2net to be in place in order to work properly?

 

Offline chief1983

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Re: Cockpits redux (Stable branch)
Again, not using FS2NetD.  Just trying to use direct ip connection.  Completely bypassing the game lobby altogether.  It works with every one of Taylors' recent Xt builds I've tried it with, but didn't with this build.  That was the only thing that had changed, was the build I was using.  It's not that multi isn't working in those builds, it's that the new builds aren't working with the current FS2NetD.  Multi itself should still work, assuming you can connect without using FS2NetD, which you should be able to via the network options in-game, and specifying IPs to look for a server on.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline WMCoolmon

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Re: Cockpits redux (Stable branch)
Taylor's Xt builds have code that hasn't been committed to the stable branch yet. I did commit the cockpits code to the stable branch, although I have never gotten around to porting it to the unstable branch. *grumble*
-C