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

Title: Really trivial (I hope) request
Post by: aldo_14 on October 10, 2006, 03:47:58 am
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)
Title: Re: Really trivial (I hope) request
Post by: Nuke on October 10, 2006, 04:58:07 am
this would also be cool for things like a bridge simulator.
Title: Re: Really trivial (I hope) request
Post by: NGTM-1R on October 10, 2006, 11:12:50 pm
I second for reasons that are totally unrelated.

Really.

What? Stop looking at me like that! :nervous:
Title: Re: Really trivial (I hope) request
Post by: Turey on October 10, 2006, 11:56:01 pm
I second also.

However, I'd also like support for non-(0,0,1) normal eyepoints.

this can be afterwards though.
Title: Re: Really trivial (I hope) request
Post by: Nuke on October 11, 2006, 04:34:58 am
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.
Title: Re: Really trivial (I hope) request
Post by: Colonol Dekker on October 11, 2006, 06:50:39 am
I concur................. :nod:
Title: Re: Really trivial (I hope) request
Post by: Unknown Target on October 13, 2006, 08:05:32 pm
Good idea :yes:
Title: Re: Really trivial (I hope) request
Post by: BS403 on October 14, 2006, 12:30:25 am
I concur................. :nod:
word of the day calendar :lol:
Title: Re: Really trivial (I hope) request
Post by: aldo_14 on October 16, 2006, 05:40:02 am
Good idea :yes:

Obviously not good enough to get any sort of coder response, natch.
Title: Re: Really trivial (I hope) request
Post by: Prophet on October 16, 2006, 05:44:21 am
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"...
Title: Re: Really trivial (I hope) request
Post by: Shade on October 16, 2006, 06:17:32 am
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 :)
Title: Re: Really trivial (I hope) request
Post by: WMCoolmon on October 16, 2006, 03:18:42 pm
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.
Title: Re: Really trivial (I hope) request
Post by: Goober5000 on October 16, 2006, 08:25:03 pm
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.
Title: Re: Really trivial (I hope) request
Post by: aldo_14 on October 17, 2006, 05:19:04 pm
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)
Title: Re: Really trivial (I hope) request
Post by: Trivial Psychic on October 18, 2006, 12:41:14 am
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.
Title: Re: Really trivial (I hope) request
Post by: Nuke on October 18, 2006, 10:05:53 am
you can already mouse control turrets, but if you could also view from the barrel, it would be really awesome.
Title: Re: Really trivial (I hope) request
Post by: WMCoolmon on October 20, 2006, 03:47:23 am
What, are the setCamera functions broken now?
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 23, 2006, 09:05:20 pm
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:
Title: Re: Really trivial (I hope) request
Post by: Taristin on October 23, 2006, 11:16:42 pm
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.
Title: Re: Really trivial (I hope) request
Post by: WMCoolmon on October 24, 2006, 02:20:15 am
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
Code: [Select]
#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.
Title: Re: Really trivial (I hope) request
Post by: aldo_14 on October 24, 2006, 03:51:27 am
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.
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 24, 2006, 06:55:15 am
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.
Title: Re: Really trivial (I hope) request
Post by: Taristin on October 24, 2006, 08:38:11 am
#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
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 24, 2006, 04:05:47 pm
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:
Title: Re: Really trivial (I hope) request
Post by: Flipside on October 24, 2006, 04:34:10 pm
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 ;)
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 24, 2006, 05:18:09 pm
Gotcha, thanks. Who says you cant teach an old dog new tricks lol. It just takes longer  ;7
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 24, 2006, 06:21:21 pm
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:
Title: Re: Really trivial (I hope) request
Post by: WMCoolmon on October 24, 2006, 10:00:06 pm
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?
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 24, 2006, 11:11:57 pm
this is the file name i used when i created it inside my tables folder "cockpit-ship.tbm"
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 24, 2006, 11:14:27 pm
shp not ship got it lol thanks.  :ick:
Title: Re: Really trivial (I hope) request
Post by: Flipside on October 24, 2006, 11:46:33 pm
Hehehe, look on the bright side, it's a mistake you'll never make twice after all that effort ;)
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 25, 2006, 12:59:40 pm
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
Title: Re: Really trivial (I hope) request
Post by: Hunterbaine on October 25, 2006, 07:05:17 pm
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.
Title: Re: Really trivial (I hope) request
Post by: aldo_14 on October 26, 2006, 03:40:31 am
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.