Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Polpolion on November 25, 2006, 04:17:45 pm
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I am trying to get the cockpits to show in-game.
To get this to work, don't you have to add a particular flag to the ships table entry (and for the ship to have a cockpit, of course)? What is this flag?
:nervous:
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"show ship"
* Will result in the player's ship model being rendered, when in cockpit mode
http://www.hard-light.net/wiki/index.php/Ships.tbl
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Curses, I remembered the wiki about 5 minutes before you posted. I didn't have enough time to test it before anyone noticed. Thank you, thought. :)
And sorry about the wrong forum :(
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Heh, don't worry about it :)
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While we're on the subject. Is there any way to make that "HUD" transparent? Some of the ships actually have cool cockpits to play inside of, sans the giant black thing with green dots on it.
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The HUD is already transparent... is it not? :wtf:
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In the cockpit texture, it shows up as black for me (non transparent black) with the HUD stuff on it.
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Ooooh. Er, its supposed to be transparent. Im supposing that normal glass transparency works on models for you, so it's likely that the file is missing the alpha channel, or it is now done differently since the effects change?
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How do you move eyepoints? I tried to do it to some of the models that had it weird in Model view, but I am never sure if what I am moving is the eyepoint, and after I move it, it always goes back to it's original position whenever I load it up again. And I did apply the changes.
EDIT: I'll just try PCS...
EDIT2: Okay I can move the eyepoints around now :yes:
Is it possible to fix this problem with the alpha channels, or will I have to go into the model itself and take it out?
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Modelview doesnt save eyepoint data (Or atleast the most popularly spread version doesn't, there is a version out there that has all of the editors functioning, and I am unsure if that version saves eyepoints properly)
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I had the alpha channel thing fixed at one point...I have NO idea what I did to it though. I remember doing a bunch of crap in Paintshop for hours, testing it everytime, and finally getting a working one.
Then I reinstalled Windows., but not by choice.
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DTXBmp (http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm) is the most useful tool I've ever found for working with DDS/TGA/BMP and alpha channels.
From what I've seen thus far, you don't need anything special in the exporters. As long as the alphas on your texture are correct, it should work fine...
At any rate, grab DTXBmp for working with the alphas and .DDS textures.
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I got the DTXBmp. It's funny. I ran a search on the cockpits and I ran across this, but I thought it was nothing :) .
What is the texture name of that black thing that I am looking for?
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IMO, it would be better to simply remove the hud from the model file, using the invisible name in place of the hud image. Since, I feel that it's supposed to be an in-helmet projection...
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IMO, it would be better to simply remove the hud from the model file, using the invisible name in place of the hud image. Since, I feel that it's supposed to be an in-helmet projection...
Actually, no. If you watch the FS1 intro, you'll see a shot of the HUD in the cockpit.
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Well, yeah, but much of the content in FS1 was cancelled or changed by FS2's time. Either way, it's my personal opinion that they should be in helmet. I never said it was but that I feel it should be.