Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on September 15, 2006, 04:43:21 pm
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How does that work..I'm curios and searching the wiki under cockpit didn't give me what I was looking for...
I recall seing screenies where you actually were flying with a cockpit..
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Probably a custom-designed HUD for specific ships.... I remember them; they're mostly unused as of now... they commonly blocked the view a bit... I guess people liked having the old style cockpit.
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The ship needs to have a cockpit model included and the flag "show ship"
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Here is my short tutorial:
1:Make the ship
2:Create the insides of the cockpit into the ship
3:Get a transparent texture for the glass
4:Depending on how you make the glass, you must attach the polygons that have the glass texture to the main body while the cockpit insides themselves remain a separate subobject. This is to ensure proper rendering. Trust me, I messed up on that and I couldn't see inside
I just made this this morning. Its quite crude but I like it for now.
(http://img291.imageshack.us/img291/10/screen0193zq7.jpg)
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Add to what vengence said... (expand upon 1 & 2)
1.) Create the ship (i've already got a cockpit tub built)
2.) Position the tub where you want it
2.) Carve the cockpit like a pumpkin so that the cockpit fits in
3.) Attach the cockpit tub to the body (if your using symetry, make sure you have both sides of the hull there)
4.) Join the vertices from the tub to the cockpit (otherwise you'll have slivers showing)
5.) Detach the cockpit tub from the hull.
As for glass you can use simplier mesh and for cockpit frame, I've gotten lazy and instead of cutting the glass to fit it, I just wrap the frame around the glass (two seperate objects)
Edit: Oh and for lodding... simply delete the cockpit interior, possibly the frame and replace the glass texture with a non-transparent texture like solid black)
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"show ship" in the ship flags will make anything forward of the eye point display. You don't get doublesided polys though is if it's possible to see the back side of a face that should be there then it will not appear.
And really, we need to reduce the total number of help with the athena threads. Not only would one be enough, you also just might get faster and more concise responses too.
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athena threads?
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'show ship' works with any ship too, but sadly the game renders the ships polygons over every thing, even those craft which should be infront of said polys. I tried it with my Hera and my Viper vanished behind the bow when I was actually close to the bridge/eye point.
Still, gives nice screenies. Second shows the view with my nose eclipsed, the third were I actually am :cool:
[attachment deleted by admin]
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Now thats freaky. Just don't do it to cap ships or anything with a mega huge nose.
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Now thats freaky. Just don't do it to cap ships or anything with a mega huge nose.
All it really needs is a small SCP code change... I think. :doubt:
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Strange...tried it on the Athenas' (which have the cockpit subobject) but it shows nothing...
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Did you set the "show ship" flag? Is the eye point in the right place?
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'show ship' works with any ship too, but sadly the game renders the ships polygons over every thing, even those craft which should be infront of said polys. I tried it with my Hera and my Viper vanished behind the bow when I was actually close to the bridge/eye point.
Still, gives nice screenies. Second shows the view with my nose eclipsed, the third were I actually am :cool:
There's a number of buggy behaviors involving show ship on larger vessels, so while the idea is sound it usually doesn't work like you'd like it to.
Strange...tried it on the Athenas' (which have the cockpit subobject) but it shows nothing...
I'd have to see the model but it's probably either an eyepoint thing or an invalid flag. Check it through a debug build, and see if show-ship is even working the way your table is set up.
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The eye point didn't import properly from the previous model.. that's why it didn't show.. Works fine now :D