Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Cobra on January 20, 2005, 01:16:34 am
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Wheee! Rendered Cockpit!!!
It's not finished, but here's what I have for now:
(http://www.geocities.com/dickerson_dj/rhud.jpg)
i'm trying to put the shields and radar near the center, and i'm making new animations for the gun and afterburner indicators.
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Very cool! :yes: Why hasn't anyone done this before?
And will there be a different cockpit for each fighter?
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It looks like to a xwing alliance cockpit.
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Very nice:yes:
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3d view?
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Just what 've been waiting for in FreeSpace! :D
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This smells fishy - could you show the model or is it just a 2D one as of now?
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Nice:) :yes:
but i still don't undersand why people ike cockpits....the HUD pwns every cockpit i know in usefulnes.. (not in look)
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Did you only render it, or did you create it from the scratch?
If you did create it all by yourself: :yes: looks pretty nice
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Mhmm. :doubt:
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Looks like it's been cut out one of the :V: renderings, actually; can see the black lines at the edges.....you need a 3d model to get this ingame anyways, of course.
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Looks like cut+paste.
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Yeah, I guess it's not really 3d. There's some white background under the cockpit in your pic Cobra.
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Well, since he said "rendered", I guess he meant 2D, since people usually confuse the two.
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Congrats, you cut the cockpit out of a :V: picture :doubt:
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cobra, come back when you finnaly grow a dick
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:rolleyes:
:sigh:
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you too aldo
:P
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Originally posted by Drew
cobra, come back when you finnaly grow a dick
try growing brains first :rolleyes:
Man, what's with you people? I've never seen that many trolls here before :doubt: Now n00bs are doing n00b bashing too?
Ok, since you're all tards ( sorry to point out the truth, but UT, I feel sad for you :doubt: ), the guy has made a cockpit, yeah, cutting/pasting from various renders from volition, in order to have a cockpit that faces the screen, w/o an angle, like your regular 2D cockpit.
Do you have that much **** in your eyes or your neurons that you can't even point that out? Or maybe the hurge to throwing crap around was too strong? Beware, crap splatters :rolleyes:
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I think it's just mirrored on the RHS. Problem is that you need a 3d model for the cockpit to work ingame anyways; so I'm not sure how you could get the guages to overlay over that without a new model.
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Originally posted by Drew
cobra, come back when you finnaly grow a dick
Oh... did yours finally sprout? :doubt:
You can all atleast wait for him to reply before you jump on the 'bash Cobra' bandwagon... It's getting sickening when every thread of his turns into trolling and cobra-bashing.
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ahem. quit spamming this thread. actually, i took one out of the Herc cockpit. right now that's a template for me to build on. but that's the best i have. and those black lines are borderings i added. when i first saw the maps for the herc cockpit, i was hoping that there would actually be a rendered hud there. i learned the hard way, and 1 month later, this is my big idea.
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Originally posted by aldo_14
I think it's just mirrored on the RHS. Problem is that you need a 3d model for the cockpit to work ingame anyways; so I'm not sure how you could get the guages to overlay over that without a new model.
Well it's not really difficult to apply that to anything.
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Originally posted by BlazeME
And will there be a different cockpit for each fighter?
Afraid not. i don't have any other templates for cockpits.
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Originally posted by Nico
Well it's not really difficult to apply that to anything.
Well, the problem is really in that you risk having to make a seperate HUD table (or whatever it's called) for each ship type, because of eyepoint differences. Other possible issue is that you might have to take up half the screen to get enough cockpit room for it to show correctly; atmospheric but a bit obfuscating.
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update: this is what it's supposed to look like so far.
(http://www.geocities.com/dickerson_dj/rhud3.JPG)
aldo, i might actually have to make a new tbl since I had to resize the gauges there.
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The white and blue doesn't fit. Go for a more grey tone.
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Originally posted by BlazeME
The white and blue doesn't fit. Go for a more grey tone.
no.... I think that's indicating where he'll be overlaying the guages in-game.
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yeah if you leave the gauges the same color as they are in game that might not turn out too bad...good work:yes:
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i'm working on putting the gauges in different parts on this cockpit... stay tuned.
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*takes Cobra OFF the "people to kill" list*
Heh good job m8 continue at it and you will get there.
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:yes:
This looks pretty nice.
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Ahaha, nice Cobra.
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NB: I'd suggest you resize that cockpit to be 1024*768; should be able to reuse the co-ordinate positions for gauges for it (in a tbl), provided you get the eyepoint setup ok.
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To clear things up:
Is this a pure 2D cockpit OR a cockpit study or a 3D cockpit with specific HUD overlay?
The last IMHO wouldn't be practical since what the cockpit could achieve would be reducing the stuff that has to be shown on the HUD and relocating a lot of stuff onto actual panels/indicators and/or gagues in the cockpit....
.....beside the ability to padlock enemies which will come handy when we finally desing ships that take more than G-s for Brains and/or add potent lateral thrusters (not to mention independent aim for weapons a 'la Mechwarrior 3).
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Originally posted by Flaser
To clear things up:
Is this a pure 2D cockpit OR a cockpit study or a 3D cockpit with specific HUD overlay?
for now, it's 2D. i don't know how to make the model yet.
The last IMHO wouldn't be practical since what the cockpit could achieve would be reducing the stuff that has to be shown on the HUD and relocating a lot of stuff onto actual panels/indicators and/or gagues in the cockpit.... [/B]
yeah, i kinda figured that out.
.....beside the ability to padlock enemies which will come handy when we finally desing ships that take more than G-s for Brains and/or add potent lateral thrusters (not to mention independent aim for weapons a 'la Mechwarrior 3).
huh? what do you mean?
right now i'm faced witha problem. there are too many hud gauges, and i'm trying to figure out where to put them. the relocating, someone help me with that?
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I'm just waiting for someone to make the hud work normal at 1280x1024, or 1280x960
I mean, its pretty at 1024x768 with 8xsAA, but it could be prettier with 1280x960 on 8xsAA.
i love my 6800GT
*goes off and plays Battle For Middle Earth and Half Life 2 at 8xS AA with acceptable performance*
oh, and MWAHAHAHAAHAHAHHAHAHAHA *thunder and lightning*
good work Cobra
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god... what is with teh cobra bashing? theres nothing wrong with him. and you dont even give him a chance to defend himself...
ahh, now the n00b-defending is done:
cobra, thats a nice cockpit, but it takes up too much space. make it more like just barely seeing it on the edges of the screen rather than having it just sitting there, D2-style.
and id appreciate it if you didnt move gauges around much... >_>
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actually, i just got a brainstorm. what I'm going to do is kind of build around the radar itself. what i'm planning right now is NOT going to work out.
[EDIT] Grimloq, you know what would have been a great advantage with the cockpit? it would have been a lot easier to monitor other fighter's shields without having to take your eyes off the battle.
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I think you should make the cockpit a slightly lighter shade as it would be almost indistinguishable from space, except in a nebula.
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Originally posted by Grimloq
g make it more like just barely seeing it on the edges of the screen rather than having it just sitting there, D2-style.
That's when cockpits are completly useless, tho.
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Don't forget cockpit lines - gona be a godsend if we start playing with padlock and/or moveable view.
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AUGH! I just tried to make the radar anims. the pcx is invalid!
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Is it 8-bit?
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i try to make it 8 bit, but it never seems to work.
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You'll need to copy the exact same palette as the original ani.
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Originally posted by Nico
That's when cockpits are completly useless, tho.
you guys... remember the cockpit! all were seeing is that little bit thats standing up in the middle of the cockpit. all a seeable cockpit would give was atmosphere. im thinking D3-style light reflections...
im afraid, cobra, that i wouldnt use this if it goes official >_>
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Originally posted by Grimloq
you guys... remember the cockpit! all were seeing is that little bit thats standing up in the middle of the cockpit. all a seeable cockpit would give was atmosphere. im thinking D3-style light reflections...
im afraid, cobra, that i wouldnt use this if it goes official >_>
For one thing, you'd have to be squinting against the glass for that to fill the screen. For another, the bottom of the texture - i.e. the player hud - is cut off the bottom of it anyways.
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Originally posted by aldo_14
For one thing, you'd have to be squinting against the glass for that to fill the screen. ...
yeah, i know. that never made sense to me either...
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Originally posted by Cobra
i try to make it 8 bit, but it never seems to work.
You using photoshop for the individual pics(before combining into a ani)?
If so, Photoshop has the most irritating bug with NOT saving your picture in 8-bit colours when you just use RGB colours.
Use the Mode->Indexed colors (Windows of MAC OS palette)
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no, paintshop. if i try to download the trials of photoshop they get corrupted. :(
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Irfanview (http://www.irfanview.com) can dither images to 8 bit (256 colors) - it's under Image, Decrease Color Depth.
It can also do some palette exporting, but I've never tried to change image's palettes to be the same across multiple pictures.
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i do have irfanview. although i can't figure out how to work out the saving thing... the anibuilder says i need a version 5 8-bit per pixel or something like that.
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Originally posted by WMCoolmon
Irfanview (http://www.irfanview.com) can dither images to 8 bit (256 colors) - it's under Image, Decrease Color Depth.
It can also do some palette exporting, but I've never tried to change image's palettes to be the same across multiple pictures.
NOPE!
I have Ifranview and alltough it's a great program(espacially for converting) it sometimes acts screwy. Like I have a nameplate texture (pcx, 24bit) I wish to reduce the depth.
the green bakground (0, 255, 0) changes to 4, 254, 4 and it's not invisible anymore!
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You have to do something with a setting. I think it's 'Use Windows Colours'...
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something with a setting... that's not helping.
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It's a save file setting, smartass. You should see it when you save the file.