Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: aldo_14 on October 10, 2006, 03:47:58 am
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Is it possible, now we have "show ship" to have cycle-able viewpoints. That is, if there are multiple eyepoints defined with a 0,0,1 normal, to move between by tapping (for example) the * button, as with most flight sims. (and presumably just default to the 1st forward eyepoint for left, right, etc views unless an eyepoint, i.e. with 1,0,0 etc normal, is specifically defined for them)
For example, with 2 forward eyepoints (apologies for the image size of the zoomin, I don't have a smaller one here);
[ 0 ]: 0,1,2.25 (0,0,1)
(http://www.sectorgame.com/aldo/twentyk/art/t_wip4.jpg)
'*' then ->
[ 1 ]: 0,1,2.5 (0,0,1)
(http://www.sectorgame.com/aldo/twentyk/art/newhud.jpg)
'*' then ->
[ chase ]
(http://www.sectorgame.com/aldo/twentyk/art/t_wip8.jpg)
'*' then ->
[ 0 ]: 0,1,2.25 (0,0,1)
(http://www.sectorgame.com/aldo/twentyk/art/t_wip5.jpg)
(etc)
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this would also be cool for things like a bridge simulator.
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I second for reasons that are totally unrelated.
Really.
What? Stop looking at me like that! :nervous:
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I second also.
However, I'd also like support for non-(0,0,1) normal eyepoints.
this can be afterwards though.
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you cant second twice. you have to 3rd, and i upgrade my previous post to 2nd so that means you two are 3rded anf 4thed respectively :D
and yes if it has a normal we should be allowed to tweak it.
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I concur................. :nod:
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Good idea :yes:
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I concur................. :nod:
word of the day calendar :lol:
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Good idea :yes:
Obviously not good enough to get any sort of coder response, natch.
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The coders have no time to respond because they are busy coding the feature. :D
Nah. Just kidding. In reality they are chanting in their black temple, casting terrible curses on all annoying people who dare to make "requests"...
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Or busy trying to get 3.6.9 out the door so feature requests can start getting more attention again. Anyway, I can definitely see the merit of this idea :)
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Well, I have three large sub-projects going on for SCP. Much as I'd like to take credit for the feature, if I claim it, I don't know when it will happen.
If/when I get the whole scripting thing cleaned up, eyepoints is one of the variables I usually remember for model files. So it's a decent possiblity that whenever scripting is finalized, you'll be able to change the 0th eyepoint to something else, which would automatically influence the first-person view. It wouldn't be exactly what you're asking but it would have the effect that you want.
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It would definitely be possible and probably not that hard. Unfortunately we have more feature requests than we have time at the moment.
The main problem is that we can't add any more key commands until taylor gets the new pilot code finished for 3.7+. So until then, the eyepoints would have to be cycled by sexps (e.g. when key-pressed "1" cycle-eyepoint).
EDIT: As a matter of fact, it is trivial. Extremely so. Aldo, email me the model and I ought to be able to cook something up within an evening.
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It would definitely be possible and probably not that hard. Unfortunately we have more feature requests than we have time at the moment.
The main problem is that we can't add any more key commands until taylor gets the new pilot code finished for 3.7+. So until then, the eyepoints would have to be cycled by sexps (e.g. when key-pressed "1" cycle-eyepoint).
EDIT: As a matter of fact, it is trivial. Extremely so. Aldo, email me the model and I ought to be able to cook something up within an evening.
PM-ed a link (don't have your email)
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Another cool use for multiple eyepoints could result in selective turret control for cap-ship campaigns. MODView has options to attatch eyepoints to specific submodels. Using that, combined prehaps with some far-off scripting features, could allow the player to switch to one of these to control a turret over the AI. The eyepoints would best be placed just above the turret, so for example if the player is firing a beam weapon, they suddenly aren't blinded by the beamglow forming right in their faces. The control stick would control the left-right-up movements within the established fof of the turret, and perhaps with table subsystem rotation figures controling the speed at which the player can move the targetting bracket.
This should not be miss-contrued as a feature request, but as more of a gee-whiz speculation to get people thinking.
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you can already mouse control turrets, but if you could also view from the barrel, it would be really awesome.
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What, are the setCamera functions broken now?
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So the cockpit view hasnt been created yet, right? Or is there a mod and im missing where to down load it at lol. :wtf:
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Cockpit view is enable-able by adding the "show ship" flag into the table file entry of the ship in question. Only works if the ship has a cockpit and if the eye point is positioned right.
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So the cockpit view hasnt been created yet, right? Or is there a mod and im missing where to down load it at lol. :wtf:
data/tables/whatever-shp.tbm
#Ship Classes
$Name: GTF Yo Momma
+nocreate
$Flags: ("show ship")
;;Rinse and repeat for each ship
#End/code]
Some of the high-poly ships in the mVPs have workable cockpits, but I don't have a list instantly available.
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So the cockpit view hasnt been created yet, right? Or is there a mod and im missing where to down load it at lol. :wtf:
You can add cockpit models into the pof (game model), and make them visible using the 'show ship' flag (otherwise the game ignores drawing the bits of your own ship; hence why you can't look left and see your own wings, etc), but the textures - buttons, displays, etc - on the cockpit don't 'integrate' with the FS2 hud. Like, on those screenshots the cockpit is static and all the hud details are the ones already drawn 'on top' by FS2.
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I am far from being savy when it comes to doing stuff like this so I have a few more questions. Under data/tables when I open it up I dont see anything, so Im assuming that I actually have to write the code myself into the file? i.e.
#Ship Classes
$Name: GTF Yo Momma
+nocreate
$Flags: ("show ship")
;;Rinse and repeat for each ship
#End/code]
Should i create a folder for each ship? Sorry for all the questions but got to start somewhere lol. Thanks for the info and the help.
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#End/code] is wrong :p
#End is correct.
You put that into a (modname)-ship.tbm file, with one entry for each ship that you want to view from the cockpit of, and then save it. A la:
#Ship Classes
$Name: GTF Yo Momma
+nocreate
$Flags: ("show ship")
$Name: GTF Yo Pappa
+nocreate
$Flags: ("show ship")
$Name: GTF Yo Brudda
+nocreate
$Flags: ("show ship")
#End
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Ok this really making me feel like a mental deficient. I take it a .tbm file is not a text file. How do I make a .tbm file? :sigh:
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A tbm file is a text file, just remember, when saving in Notepad, to change the file-type to 'All Files' (Second drop-box in the saving dialogue) rather than '.txt files', else the thing saves it as 'xxxx.tbm.txt' and Freespace won't read it ;)
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Gotcha, thanks. Who says you cant teach an old dog new tricks lol. It just takes longer ;7
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Can you guys look at this for me, perhaps i didnt get something right because when i get into game there still isnt a cockpit view. Unless I need to activate it some how like the mediavps. I went back and saved it as "All files". When i went back and logged into game I still didnt see the cockpit view so i went back and when i went to save as again just to make sure it showed it as a text file again. I suppose thats normal but i dont want to assume anything lol. well here is the notepad content and its loc.
#ship classes
$Name: GTF Perseus
+nocreate
$Flags: ("show ship")
$Name: GTF Hercules Mark II
+nocreate
$Flags: ("show ship")
#End
C:\Games\FreeSpace2\data\tables
if you see anything wrong please let me know. thanks once again lol
:shaking:
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You need to make sure that the filename ends with "-shp.tbm" (minus quotation marks). I don't see what you saved the file as, it doesn't seem to be in your post, and I hope you didn't save the file as "tables" (That should be the name of the folder it's in, not the filename).
EDIT: Do you have the mediaVPs and FS2_Open installed?
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this is the file name i used when i created it inside my tables folder "cockpit-ship.tbm"
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shp not ship got it lol thanks. :ick:
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Hehehe, look on the bright side, it's a mistake you'll never make twice after all that effort ;)
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Ok one thing wasn't mentioned and this kinda buggered me up lol. You have to convert the text file to a .tbm file and save it as such. So if your like me and have no clue about doing stuff like this its the little things that matter lol. Hope this helps someone. :D
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I got everything to work but what I was looking for was the cockpit view at the begining of the thread does anyone know if that one is available? Either way thanks for all your help everyone. If anything I learned more :D.
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I got everything to work but what I was looking for was the cockpit view at the begining of the thread does anyone know if that one is available? Either way thanks for all your help everyone. If anything I learned more :D.
It's not available at present.