Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: Grizzly on March 11, 2007, 11:17:03 am

Title: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on March 11, 2007, 11:17:03 am
Well, its on my site! all mediavps htl models now have cockpits on them... instructions on how to use them.. on my site! (http://members.lycos.nl/afdportal/WorkingCockpits.html)

Remember to disable JPG Tga textures... otherwise the Target Display isn't transperent (for a strange reason), or use the latest heae builds who use the DDS things first (NOT RECOMMENDED!)

the WIP is only there because not all the fighters have been HTL'ed or have cockpits on them, If that is solved, I will create a VP, for now... you can edit everything better ;)

And the herc II with showship now looks likes this:
(http://members.lycos.nl/afdportal/models/screen0007.jpg)
Title: Re: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Turambar on March 11, 2007, 11:29:28 am
while probably very helpful, this page is either very slow or very down.
Title: Re: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on March 11, 2007, 11:44:18 am
Great! where off to a great start!

Corrected the link... should learn not to use capitals in my htmls next time...
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Darklord42 on March 11, 2007, 07:48:39 pm
This needs to be included in the next mediavp set! Thankyou!
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on March 12, 2007, 12:20:33 am
Personnally, I thought that there could be a seperate MediaVP for this (MV_Cockpits?).
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Zacam on March 12, 2007, 04:18:37 am
I second the idea for mv_cockpits.vp for the table data and to also possess the 3d cockpit models.

As for the modifications to the POF's themselves to make this possible, those should be added to the 3.6.9 assets,
unless the necessary information is already corrected in the 3.6.9 assets.
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Darklord42 on March 12, 2007, 01:08:10 pm
Well ither a seperate vp or an option in the launcher that turns them on
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: takashi on March 12, 2007, 06:00:45 pm
nice...using JAD2 to test stuff. anyway, is this for the media vp ships, or the individiual HTL download from the HTL releasr thread? i know theres differences in the non official ones....
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Cobra on March 12, 2007, 07:05:07 pm
Releasing fixed eyepoints now wouldn't be a good idea, since the 3.6.9 mediavps are going to be released soon. Some values are going to be changed, so it'd be best not to release anything just yet.

But on a side note, Josh, you're a bit late, I've already done the cockpits, plus the FSPort ones. :) (Not trying to be arrogant or anything, just saying. :))
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on March 13, 2007, 03:21:09 am
Quote
nice...using JAD2 to test stuff. anyway, is this for the media vp ships, or the individiual HTL download from the HTL releasr thread? i know theres differences in the non official ones....

Well, I got all the mediavp ships by now, I wanted to do something about the apollo, but I only cna work on it by weekend.

Quote
But on a side note, Josh, you're a bit late, I've already done the cockpits, plus the FSPort ones.  (Not trying to be arrogant or anything, just saying. )
I would say, share them (send them to me so I can upload them)
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: jr2 on March 13, 2007, 03:57:52 am
Very cool.  I've been wondering how to go about this for awhile, I'll have to give it a try.
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: TrashMan on March 14, 2007, 04:48:16 am
Releasing fixed eyepoints now wouldn't be a good idea, since the 3.6.9 mediavps are going to be released soon. Some values are going to be changed, so it'd be best not to release anything just yet.

But on a side note, Josh, you're a bit late, I've already done the cockpits, plus the FSPort ones. :) (Not trying to be arrogant or anything, just saying. :))

SOMEBODY should fix teh insignias on those HTL models.... it's just not the same without them...
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Cobra on March 14, 2007, 09:46:01 am
Not really, I hardly ever notice 'em anyway.
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: TrashMan on March 15, 2007, 06:25:55 am
That's couase a lot of campaigns don't make use of them... sadly.

4 wings flying, each from a differetn squadron - kinda spices up the atmosphere...just as the nameplates do :D
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: jr2 on March 15, 2007, 03:27:02 pm
SOMEBODY should fix teh insignias on those HTL models.... it's just not the same without them...
*TrashMan suddenly notices the quiet, and looks around, to discover everyone looking at him*
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on March 17, 2007, 03:22:13 pm
UPDATE: added the Apollo
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Darklord42 on March 18, 2007, 11:17:20 am
the apollo pof link on your site doesnt work  :(
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: karajorma on March 18, 2007, 02:06:08 pm
*TrashMan suddenly notices the quiet, and looks around, to discover everyone looking at him*

Seconded.

Get to work. :p
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Darklord42 on March 20, 2007, 04:07:42 pm
Yah I have tried the Pegasus even with jpg/tga textures disabled (which is in itself a drag)  I still get   a black hud rather than a clear one.  Couln't we just get rid of these fake huds all together? I mean we already have the real one that I guess must be in the pilot's helmet and the second fake one only gets in the way
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Cobra on March 20, 2007, 05:12:35 pm
I decided to leave the Pegasus out, because of the really ****ty view the canopy provides.

There might be a different cockpit texture for the Pegasus, though. I have mine set to complete transparency, although that doesn't explain why the gauges are still there. :wtf:
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Darklord42 on March 20, 2007, 05:48:00 pm
Damn I ment the Perseus.  I keep getting thoes names confused  :o
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Cobra on March 20, 2007, 05:49:04 pm
Same thing, but I never had any problems with it.
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on March 21, 2007, 12:47:06 am
the apollo pof link on your site doesnt work  :(

its corrected now (removed one slash, and now it links to the correct folder... I don't get HTML)

Quote
I decided to leave the Pegasus out, because of the really ****ty view the canopy provides.

There might be a different cockpit texture for the Pegasus, though. I have mine set to complete transparency, although that doesn't explain why the gauges are still there.

Oh, I kinda like it, Its a damn stealth ship remember, they are not designed to be confortamble.

Quote
Yah I have tried the Pegasus even with jpg/tga textures disabled (which is in itself a drag)  I still get   a black hud rather than a clear one.  Couln't we just get rid of these fake huds all together? I mean we already have the real one that I guess must be in the pilot's helmet and the second fake one only gets in the way

You did not follow instructions carefully pilot.
You will need the HTL Zeus for cockpits to work correctly, since that one got the right maps (tercoc01 and everything)
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: TrashMan on March 21, 2007, 05:51:48 am
SOMEBODY should fix teh insignias on those HTL models.... it's just not the same without them...
*TrashMan suddenly notices the quiet, and looks around, to discover everyone looking at him*

Oh, I allready did that. I play with extracted and fixed versions of the HLT fighters/bombers.

It's really easy - jsut import the insignia from a stock model and move them by 0.1 or 0.2 to the sides (since HTL models are a bit bulkier).

Thing is, for a few models it doesn't look so good, since the place where the insignia was on the stock model now looks completely different  - either it's not flat but round or it has some holes and indents :(
Nothing that can't be fixed by moving hte insiginas or scalem them down tough..
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Darklord42 on March 21, 2007, 06:22:47 am
I dled the HTL Zues and it is in the correct folders, ill check if that file is there though
EDIT: yah all the .dds are in the maps folder (including teroco01), the pof.  in the models folder, and the .ibx in the cache
EDIT: in some cases it works but with the perseus. the black part of the hud becomes a miror showing what is behind, and with the apollo it refracts all light showing stuff at oblique angles but not what is right in front of you.  It could be environment lighting reflecting off of black ill check.

EDIT 3: HA i found my problem, for some reason i had compress non-compressed textures flag on on accident thinking i had cache bitmaps in between missions.  In any case, it all works when i turn off tga/jpg textures. however now my Apollo is now invisible.  I have the latest version of the HTL Apollo (http://www.hard-light.net/forums/index.php/topic,35943.150.html) which apparently was done entirly of Tga/jpg textures, ill try an older version on the htl thread, but the later one looks allot better and is has alot sharper textures.  We need to figure out a way to get huds working and have tga/jpg textures because allot of stuff uses them. Perhaps i can convert the newer ones textures to .bmp or .dds format or something, ill look into it.  Not that I have a clue what im doing

EDIT 4: On second thought, ill just deal with it and leave that for someone else.  I know how to convert the files, I cant figure out how to get the POF to use the new ones instead
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: jr2 on March 21, 2007, 11:45:53 am
Correct me if I'm wrong, but doesn't the POF get associated with textures of the same name?  I'm just guessing here, but I think that's how it works... I haven't ever played around with that stuff, as far as I can remember, but it sounds about right, as I don't think its in a table file...
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: takashi on March 23, 2007, 11:29:36 pm
aaargh...perseus eyepoint is screwed up. and why are cockpits clear from the inside? this is a huge problem for those ones withou bars running up them...
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on March 24, 2007, 05:30:45 am
Did you download the corrected version? I put them on my site for a reason you know ;)
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on March 24, 2007, 05:33:31 am
I dled the HTL Zues and it is in the correct folders, ill check if that file is there though
EDIT: yah all the .dds are in the maps folder (including teroco01), the pof.  in the models folder, and the .ibx in the cache
EDIT: in some cases it works but with the perseus. the black part of the hud becomes a miror showing what is behind, and with the apollo it refracts all light showing stuff at oblique angles but not what is right in front of you.  It could be environment lighting reflecting off of black ill check.

EDIT 3: HA i found my problem, for some reason i had compress non-compressed textures flag on on accident thinking i had cache bitmaps in between missions.  In any case, it all works when i turn off tga/jpg textures. however now my Apollo is now invisible.  I have the latest version of the HTL Apollo (http://www.hard-light.net/forums/index.php/topic,35943.150.html) which apparently was done entirly of Tga/jpg textures, ill try an older version on the htl thread, but the later one looks allot better and is has alot sharper textures.  We need to figure out a way to get huds working and have tga/jpg textures because allot of stuff uses them. Perhaps i can convert the newer ones textures to .bmp or .dds format or something, ill look into it.  Not that I have a clue what im doing

EDIT 4: On second thought, ill just deal with it and leave that for someone else.  I know how to convert the files, I cant figure out how to get the POF to use the new ones instead

You might want to thjat the latest HEAD Builds have JPG/TGA On by default, but puts DDS in the highest proirtity, fixing all the problems.
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on April 23, 2007, 10:22:08 am
For those having trouble with the cocpit not being transparent, using the latest cvs builds in combination with the HTL GTB Zeus maps will solve this problem, these builds have JPG and TGA Activated by default, but since DDS is top priority now, it isn't a problem.

You could also extract the complete contents of MV_models and MV_models_710 (in that order) to data, then remove all tercoc01's, and add the zeus versions in..

And as a last resort, you could just wait for the 3.6.9 mediavps to come out ;)
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: takashi on April 23, 2007, 04:31:40 pm
i just retexture tercoc01 to have a hud panel thats pure alpha chanel. you can see right through it WITH the jpgtga flag.
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Cobra on April 23, 2007, 04:57:44 pm
Wow, you're a real genius at Photoshop. :rolleyes:

Pretty much what I did though.
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on April 24, 2007, 01:24:26 am
i just retexture tercoc01 to have a hud panel thats pure alpha chanel. you can see right through it WITH the jpgtga flag.

[email protected] ;)
Title: Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Post by: Grizzly on April 27, 2007, 11:00:29 am
And... added the peggy.

thats the pegasus.