Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Unknown Target on December 03, 2003, 12:18:54 pm
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How about this: put in some code that states that the engine should draw the player's ship model, even when in HUD view.
This would allow modelers to simply put the cockpit into the actual model, then put the model eyepoint where the pilot's head would be.
Think this is a good idea?
EDIT: And to help framerates, maybe make the engine only draw LOD1 or 2 in HUD view.
Of course, that would mean all modelers would have to high-detal their cockpits in LOD1 or 2, but I think it's an acceptable tradeoff in exchange for a cockpit :nod:
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This sounds familar....
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UT, press *. Your ship view will have the HUD displayed over the top of it :nod:
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Err, but... that would make cocpit frames on the outside models of the ships flying around... :confused:
:ick
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Er, no, cos you don't have the AI pilots flying that particular ship. Just make Alpha 1 a cockpit.
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No. I mean the cockpit is in the actual cockpit inside the ship.
Not floating around, the modeler builds the cockpit into where it should be on the ship.
And you don't reverse the polies on the windscreen, therefore, the engine won't draw them (because they're reversed).
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Well that would work, except that drawing polys so close to the camera with (presumably) uber detailed texes would no doubt cause dodgyness
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Seeing as this has been brought up before, I'll only briefly go over it again.
Loading the cockpit into the lower end LODs is a hidous idea, because those LODs would then have more polygons than the max LOD because of how detailed cockpits need to be to look even decent. It would cause a massive slowdown in the game.
It was decided that a cockpit model would be too complicated, although a cockpit bitmap would be OK. I then said that if someone could make me a good cockpit bitmap that I would promise to implement it.
No one did.
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I very busy. I like much to make cockpit, but I got sod all time. Thus I do sod all modelling.
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Ah. It all makes sense now.
:ha:
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Originally posted by Sticks
Seeing as this has been brought up before, I'll only briefly go over it again.
Loading the cockpit into the lower end LODs is a hidous idea, because those LODs would then have more polygons than the max LOD because of how detailed cockpits need to be to look even decent. It would cause a massive slowdown in the game.
Iwar2 has an excellent cockpit. I can't imagine that its terribly high poly.
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Originally posted by Sticks
Seeing as this has been brought up before, I'll only briefly go over it again.
Loading the cockpit into the lower end LODs is a hidous idea, because those LODs would then have more polygons than the max LOD because of how detailed cockpits need to be to look even decent. It would cause a massive slowdown in the game.
It was decided that a cockpit model would be too complicated, although a cockpit bitmap would be OK. I then said that if someone could make me a good cockpit bitmap that I would promise to implement it.
No one did.
Maybe it's, coz as I said before, making a 3D cockpit is easier than a 2D one. For a 2D one, you'll get a render from a 3D one, most likely. Weeee, that's great. You'd go for the 3d cockpit, you'd already have one ( I can make a good cockpit with nice maps in one day, no prob ).
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Just stick a 3D cockpit model in front of the camera in 1st person wiev.
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well, you can make a 2d excellent cockpit, even without rendering from a 3d one, and it will surely look even better than a low poly 3d one (if you are good enough), but it would also take an incredible amount of time
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Just stick a 3D cockpit model in front of the camera in 1st person wiev.
Can I have that in C?
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Here's an idea for the seperate cockpit model.
Rather than having the model flying around in front of the ship, which would be the current problem, how about, in the ships.tbl, each entry references each ship's respective cockpit.
Say:
$Cockpit: cockpit.pof
or $Cockpit: Null
if you don't want a cockpit.
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Originally posted by Sticks
Can I have that in C?
:lol: :lol: :lol:
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Yeah, a separate cockpit model would be a clean solution - you could use a generic cockpit with all ships, none of them or anything from between, plus stick new ones to the ships you want to use them with. Assuming someone actually does the C part. :)
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Originally posted by Sticks
Can I have that in C?
:lol:
no **** :D
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potty mouth...
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Originally posted by Sticks
No one did.
why... didnt... you.... say so.... earlier :D
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I'm no programmer.......
I was just stating the best solution...how to get to it - now that's another question....
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As much as I hate to say it, Trashman, that's pretty ignorant.
What seems to be the best solution to someone on the user side of code is often anything but the best solution on the programming side of the code. Some things are far harder than you might think.
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Any word from the coders on my seperate cockpit model idea?
Much eaiser and efficient than the "cockpit floating in space"
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Originally posted by mikhael
As much as I hate to say it, Trashman, that's pretty ignorant.
What seems to be the best solution to someone on the user side of code is often anything but the best solution on the programming side of the code. Some things are far harder than you might think.
Exactly. And I hate to say it too, but it really gets annoying when people keep saying, "This is pretty simple, so could you go do it?" Very, very rarely is something as simple as people think.
In fact, regardless of the difficulty, requests saying "This is a feature which I would appreciate; here's how it could be useful" asked in a polite manner are much more likely to get done than requests saying "This is easy, so could you do it as soon as possible" So posting threads with "I think this is pretty simple" in the title is a bad strategy. ;)
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Notice I said I think it's pretty easy.
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Same sentiment. Just like writing "someone allegedly did something" does not protect the writer from libel.
EDIT: This is not solely directed at UT; it's a commentary on the general public.