Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Swifty on December 16, 2007, 04:54:52 pm
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Is done (almost). I now need to get this thing working in BTRL so NaturalPoint can approve this and allow people without the TrackIR SDK to use TrackIR with the wonderful FS2_TrackIR.dll I made.
I also added slewing controls that are separate from the flight controls, so even the people without TrackIR will now be able to use freelook while maneuvering; I've added four new binds called "Look Up", "Look Down", "Look Right", and "Look Left". The control called "Freelook View" which is bind by default to Num0 will now center the view. I've yet to get it working with the mouse but I don't think it'll be too hard at all.
If you notice in the video, the reticle along with the surrounding reticle readouts remain fixed to the ship's forward vector. Though, as you gradually look away from 12 o'clock, the reticle is less aligned with the forward vector. That's something I need to fix.
It's also a bit jarring to use since there's no point of reference when you look away from the reticle like a 3D cockpit. I'm going to add an off-screen indicator to help alleviate that problem.
http://www.youtube.com/watch?v=YD1pBrC7LIo
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cool. cant wait to use it.
i had the panel accuracy problem as well in my lua implementation. the further away from forward you looked, the more skewed the gauge would become. i never did find a solution.
now will this work when using a cockpit model?
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It should. Or, I hope it is. The code I implemented is independent of any rendering routines.
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this should also get around that clipping plane issue i seemed to have when using cameras. the cockpit looked ok when using the slew key, but from the lua camera, alot was clipped out.
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Sweet.
And yeah, the Lua camera is probably using the default FS2 minimum clipping distance, while the cockpit view is using a smaller minimum clipping distance because it knows that it has to be that small.
You can change the default minimum clipping distance using the "-clipdist" command line parameter, eg "-clipdist 0.05" to set it to the value used by the cockpit code.
Because of the way that the zbuffer is set up, the closer you get to the camera, the more zbuffer data is being used for close-range stuff. So if you set the zbuffer to something absurdly low using -clipdist (.05 probably counts) you will get clipping errors when viewing ships that are somewhat distant.
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That's some great news :)
While you're at adding mouselook support - could you possibly add an option to bind view commands to joystick axes, not only mouse?
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Sweet.
And yeah, the Lua camera is probably using the default FS2 minimum clipping distance, while the cockpit view is using a smaller minimum clipping distance because it knows that it has to be that small.
You can change the default minimum clipping distance using the "-clipdist" command line parameter, eg "-clipdist 0.05" to set it to the value used by the cockpit code.
Because of the way that the zbuffer is set up, the closer you get to the camera, the more zbuffer data is being used for close-range stuff. So if you set the zbuffer to something absurdly low using -clipdist (.05 probably counts) you will get clipping errors when viewing ships that are somewhat distant.
heh, i figured the flag was removed because the plane was pulled back by default some time ago. i didnt know there was another default that the flag would change :D
at least now i can post some youtube vids of my camera system. unfortunately it seems my way of doing it is now obsolete. :D
so il probibly just put up my videos of the atmospheric flight model :D