Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Cobra on January 20, 2005, 01:16:34 am

Title: Rendered Cockpit
Post by: Cobra on January 20, 2005, 01:16:34 am
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.
Title: Rendered Cockpit
Post by: BlazeME on January 20, 2005, 01:32:28 am
Very cool! :yes: Why hasn't anyone done this before?

And will there be a different cockpit for each fighter?
Title: Rendered Cockpit
Post by: MetalDestroyer on January 20, 2005, 01:34:03 am
It looks like to a xwing alliance cockpit.
Title: Rendered Cockpit
Post by: HermeZ on January 20, 2005, 01:59:50 am
Very nice:yes:
Title: Rendered Cockpit
Post by: aldo_14 on January 20, 2005, 02:54:59 am
3d view?
Title: Rendered Cockpit
Post by: Rson on January 20, 2005, 03:05:23 am
Just what 've been waiting for in FreeSpace! :D
Title: Rendered Cockpit
Post by: Flaser on January 20, 2005, 04:49:24 am
This smells fishy - could you show the model or is it just a 2D one as of now?
Title: Rendered Cockpit
Post by: wolfdog on January 20, 2005, 04:50:16 am
Nice:) :yes:

but i still don't undersand why people ike cockpits....the HUD pwns every cockpit i know in usefulnes.. (not in look)
Title: Rendered Cockpit
Post by: DaBrain on January 20, 2005, 04:58:47 am
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
Title: Rendered Cockpit
Post by: mitac on January 20, 2005, 05:05:27 am
Mhmm. :doubt:
Title: Rendered Cockpit
Post by: aldo_14 on January 20, 2005, 06:04:59 am
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.
Title: Rendered Cockpit
Post by: Overlord on January 20, 2005, 07:25:05 am
Looks like cut+paste.
Title: Rendered Cockpit
Post by: DaBrain on January 20, 2005, 07:37:25 am
Yeah, I guess it's not really 3d. There's some white background under the cockpit in your pic Cobra.
Title: Rendered Cockpit
Post by: Nico on January 20, 2005, 08:01:07 am
Well, since he said "rendered", I guess he meant 2D, since people usually confuse the two.
Title: Rendered Cockpit
Post by: Unknown Target on January 20, 2005, 09:51:41 am
Congrats, you cut the cockpit out of a :V: picture :doubt:
Title: Rendered Cockpit
Post by: Drew on January 20, 2005, 10:10:40 am
cobra, come back when you finnaly grow a dick
Title: Rendered Cockpit
Post by: aldo_14 on January 20, 2005, 10:15:04 am
:rolleyes:

:sigh:
Title: Rendered Cockpit
Post by: Drew on January 20, 2005, 10:19:04 am
you too aldo

:P
Title: Rendered Cockpit
Post by: Nico on January 20, 2005, 10:22:47 am
Quote
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:
Title: Rendered Cockpit
Post by: aldo_14 on January 20, 2005, 10:34:50 am
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.
Title: Rendered Cockpit
Post by: Taristin on January 20, 2005, 10:45:51 am
Quote
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.
Title: Rendered Cockpit
Post by: Cobra on January 20, 2005, 11:03:57 am
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.
Title: Rendered Cockpit
Post by: Nico on January 20, 2005, 11:15:08 am
Quote
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.
Title: Rendered Cockpit
Post by: Cobra on January 20, 2005, 11:23:59 am
Quote
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.
Title: Rendered Cockpit
Post by: aldo_14 on January 20, 2005, 12:21:25 pm
Quote
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.
Title: Rendered Cockpit
Post by: Cobra on January 20, 2005, 12:27:36 pm
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.
Title: Rendered Cockpit
Post by: BlazeME on January 20, 2005, 12:49:43 pm
The white and blue doesn't fit. Go for a more grey tone.
Title: Rendered Cockpit
Post by: aldo_14 on January 20, 2005, 12:58:44 pm
Quote
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.
Title: Rendered Cockpit
Post by: Night Hammer on January 20, 2005, 02:44:02 pm
yeah if you leave the gauges the same color as they are in game that might not turn out too bad...good work:yes:
Title: Rendered Cockpit
Post by: Cobra on January 20, 2005, 03:27:26 pm
i'm working on putting the gauges in different parts on this cockpit... stay tuned.
Title: Rendered Cockpit
Post by: Falcon on January 20, 2005, 03:48:38 pm
*takes Cobra OFF the "people to kill" list*

Heh good job m8 continue at it and you will get there.
Title: Rendered Cockpit
Post by: WMCoolmon on January 20, 2005, 04:01:54 pm
:yes:

This looks pretty nice.
Title: Rendered Cockpit
Post by: MetalDestroyer on January 20, 2005, 04:10:49 pm
Ahaha, nice Cobra.
Title: Rendered Cockpit
Post by: aldo_14 on January 20, 2005, 04:26:56 pm
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.
Title: Rendered Cockpit
Post by: Flaser on January 20, 2005, 05:35:00 pm
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).
Title: Rendered Cockpit
Post by: Cobra on January 20, 2005, 06:07:44 pm
Quote
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.

Quote
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.

Quote
.....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?
Title: Rendered Cockpit
Post by: Turambar on January 20, 2005, 07:39:45 pm
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
Title: Rendered Cockpit
Post by: Grimloq on January 20, 2005, 08:23:07 pm
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... >_>
Title: Rendered Cockpit
Post by: Cobra on January 20, 2005, 10:44:58 pm
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.
Title: Rendered Cockpit
Post by: Rson on January 21, 2005, 02:53:32 am
I think you should make the cockpit a slightly lighter shade as it would be almost indistinguishable from space, except in a nebula.
Title: Rendered Cockpit
Post by: Nico on January 21, 2005, 05:05:15 am
Quote
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.
Title: Rendered Cockpit
Post by: Flaser on January 21, 2005, 12:00:41 pm
Don't forget cockpit lines - gona be a godsend if we start playing with padlock and/or moveable view.
Title: Rendered Cockpit
Post by: Cobra on January 21, 2005, 12:37:47 pm
AUGH! I just tried to make the radar anims. the pcx is invalid!
Title: Rendered Cockpit
Post by: Deepblue on January 21, 2005, 04:30:05 pm
Is it 8-bit?
Title: Rendered Cockpit
Post by: Cobra on January 21, 2005, 05:01:13 pm
i try to make it 8 bit, but it never seems to work.
Title: Rendered Cockpit
Post by: aldo_14 on January 21, 2005, 05:06:12 pm
You'll need to copy the exact same palette as the original ani.
Title: Rendered Cockpit
Post by: Grimloq on January 21, 2005, 05:07:30 pm
Quote
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 >_>
Title: Rendered Cockpit
Post by: aldo_14 on January 21, 2005, 05:25:07 pm
Quote
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.
Title: Rendered Cockpit
Post by: Grimloq on January 21, 2005, 05:29:31 pm
Quote
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...
Title: Rendered Cockpit
Post by: TrashMan on January 21, 2005, 06:25:04 pm
Quote
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)
Title: Rendered Cockpit
Post by: Cobra on January 21, 2005, 07:33:58 pm
no, paintshop. if i try to download the trials of photoshop they get corrupted. :(
Title: Rendered Cockpit
Post by: WMCoolmon on January 24, 2005, 05:46:10 pm
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.
Title: Rendered Cockpit
Post by: Cobra on January 24, 2005, 07:27:07 pm
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.
Title: Rendered Cockpit
Post by: TrashMan on January 25, 2005, 05:47:23 pm
Quote
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!
Title: Rendered Cockpit
Post by: Taristin on January 25, 2005, 05:50:21 pm
You have to do something with a setting. I think it's 'Use Windows Colours'...
Title: Rendered Cockpit
Post by: Cobra on January 25, 2005, 06:16:14 pm
something with a setting... that's not helping.
Title: Rendered Cockpit
Post by: Taristin on January 25, 2005, 06:36:14 pm
It's a save file setting, smartass. You should see it when you save the file.