Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Billy Pilgrim on October 29, 2013, 09:20:08 am

Title: WIP: RTT panels AND individual cockpit shapes?
Post by: Billy Pilgrim on October 29, 2013, 09:20:08 am
Howdy all, first post on these boards - I've not been here long but I've been devouring Freespace since I arrived.

I might be going off at half-cock but I was mucking around trying to get a cockpit I liked and I hit upon something interesting. See, the show ship method is okay - it gives you the cockpit struts and the parts of your ship you can see out of the windows which is cool, but often the cockpit interiors aren't too detailed and the HUD is still all up on the screen - in some ships such as the Apollo in FS1 the glow makes it almost impossible to see what's going on with the lower HUD elements. If I remember right, I used the code from the second quote in the OP of this thread: http://www.hard-light.net/forums/index.php?topic=71151.0 (http://www.hard-light.net/forums/index.php?topic=71151.0)

So then I tried fightermedic's fantastic RTT cockpit made from Dragon and Vasudan Admiral's genericCP ( I hope I've got the credit right there, I don't have the threads in front of me) and loved it. But, of course with that every ship looks the same - you don't get cockpit struts and you can't see the outside of your ship. (http://www.hard-light.net/forums/index.php?topic=84459 (http://www.hard-light.net/forums/index.php?topic=84459))

So basically I was farting around, and I tried taking my .tbl file with all the show ship stuff, and actually just dumping it into the tables folder of the .vp file for fightermedic's mod. Lo and behold, up come the proper cockpits for each ship, and I look lower on the screen, and there's fightermedic's RTT display. Billy Pilgrim is a happy bunny at this point.

NOW...

This was all just last night, so I've had little chance to test it yet, so I'm coming to you. What do you think? (I'll add the .vp file and some screenies when I get home, I'm at work right now).

Problems I anticipate:

So there you go folks, that looks like a long list of issues but a lot of it is just "this might happen, I haven't tested it yet". Apart from the lizards. On reflection, that's probably quite unlikely.

Give it a whirl though, see what you think!

EDIT: Also I meant to say, I love these boards. Everyone here is so driven and creative, I hope I can contribute and not be too much of a noob.

EDIT: Screenies! FS1 first...

Angel.
(http://i.imgur.com/EG6BwKYh.jpg)

Apollo.
(http://i.imgur.com/VMbiSVGh.jpg)

Athena.
(http://i.imgur.com/32ZUsAgh.jpg)

Hercules.
(http://i.imgur.com/I3UsS2ah.jpg)

Loki.
(http://i.imgur.com/AAQrHKth.jpg)

Medusa.
(http://i.imgur.com/lvAj78Hh.jpg)

Seth (just to show it works for any ship, not just Terran ones).
(http://i.imgur.com/oeCImonh.jpg)

Ulysses.
(http://i.imgur.com/KQy3X5Kh.jpg)

Ursa.
(http://i.imgur.com/2MBNadxh.jpg)

Valkyrie.
(http://i.imgur.com/73cv0ENh.jpg)

Zeus.
(http://i.imgur.com/9RDvBFvh.jpg)

ANOTHER EDIT: Right, tested again on a fresh install using the Blue Planet build based on 9960, found at http://www.hard-light.net/forums/index.php?topic=83318.0 (http://www.hard-light.net/forums/index.php?topic=83318.0). All the blue text up there should be correct, I've tried it with vanilla, fsport, mediavps, Silent Threat Revisited, Awakenings and they all work fine. So, here's the mod:

https://www.dropbox.com/s/yppn5cnbbmax6dr/cpmod.zip (https://www.dropbox.com/s/yppn5cnbbmax6dr/cpmod.zip)
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: wookieejedi on October 30, 2013, 06:18:48 pm
Looks awesome. I think I will definitely try to incorporate some of these cockpits into my Original Trilogy mod :)
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: Billy Pilgrim on October 31, 2013, 05:30:59 am
Cheers! It works better for some ships than others - it just depends on how detailed the ship .pof is around the cockpit area. I really like the way the Loki and the Ursa have come out. I've not tried this yet, but I *think* that moving the eyepoint in the ship should leave the control panel in the same place on the screen. So far though, I've not really needed to do this.

I know not everyone likes to have the cockpit there, but the default always feels to me like you're a disembodied pair of eyeballs floating through space. The cockpit reduces your visibility, sure, but I like that it adds another factor into choosing your ship.

"Oh, sure, the Medusa's tough, but you can't see a bloody thing," said the GTA pilot I just made up.

Also, I know people have mentioned it already but it makes sense that the actual control panel is the same between them all, even the Vasudan and Shivan fighters which have been retrofitted for Terran pilots - you don't want to be relearning everything every time you fly a new ship.
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: fightermedic on October 31, 2013, 05:54:27 am
generally i like what you have done, but those cockpits are just too low poly and their resolution is too low to not look ugly
this would be a pretty good point to start a bit of modeling though ;) you could import the standart cockpit model into the model of the ship, and then delete all parts of the ship that can't be seen from the cockpit, and finally add details and better thextures to the few things that can be seen
=> you get a good looking cockpit that is specific for each ship, and doesn't have the hud twice
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: Billy Pilgrim on October 31, 2013, 06:31:40 am
Nah, I'm too lazy for that, and I've not modelled in years.

...is what I WOULD have said, but now OH NO HE DIDN'T IT IS ON  :D

Challenge accepted.

That said, while I'm a reasonable modeller in Blender (or at least, I used to be, I'm way out of practice), I don't know the first thing about modelling for FSO. I'm going to need to do a lot of reading.
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: Billy Pilgrim on October 31, 2013, 06:45:27 am
you could import the standart cockpit model into the model of the ship, and then delete all parts of the ship that can't be seen from the cockpit, and finally add details and better thextures to the few things that can be seen

So is that adding more detail into the original ship model, or adding extra bits to the control panel model? I'm guessing the second one, as the first would mean that every time someone made a new version of a ship, the cockpit would need to be redone (or the modeller would need to do a really high detail cockpit in the first place) - also it would waste polies.

I'm just trying to figure out how to get the two models to line up in blender the same as they do ingame, so that the view from the eyepoint stays the same.
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: DahBlount on October 31, 2013, 08:45:40 am
That said, while I'm a reasonable modeller in Blender (or at least, I used to be, I'm way out of practice), I don't know the first thing about modelling for FSO. I'm going to need to do a lot of reading.
Just do what you would normally do to model, UV Map, and Texture an object except add LODs and Debris as separate layers. Typical conversion from any program calls for LOD0-3 with 4 or more debris pieces. You're also going to need PCS2 (2.1 and a large pack of important things) to import the model and export as a .pof.

It may be problematic trying to find the correct PCS2 build and addons as only the latest couple of builds work with Blender export files (.dae, a collada export file). If you need help just pm one of us.
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: Billy Pilgrim on October 31, 2013, 09:39:22 am
Thanks! I'm actually thinking about using max now, for various reasons (although because mostly I find Blender's interface really irritating).

I think the plan going forward is this:


Given that the model's only seen by the player close up, it shouldn't need LODs at all. This should also eliminate needing to use the show ship thingy at all. The only drawback I can see is that if someone updates the ship with a new model, what you can see out of the window might change from what you can see when looking at the ship from the outside.

I'm also going to check out how the deferred lighting model works, to see if it's possible to use an extra shadow map for everything within say 10m, so that the cockpit shadows itself nicely.

Big job!
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: fightermedic on October 31, 2013, 12:50:12 pm
what you do is this:
- open this cockpit file: http://www.mediafire.com/download/7vp3lyiitm91o6h/cockpit.rar
- import the ship model you want to create a cockpit for
- scale the ship and move it so it aligns with the cockpit as it should (DO NOT TOUCH THE SCALE OR POSITION OF THE COCKPIT!)
- remove those parts of the ship that can't be seen from the cockpit
- add detail and textures to the remaining parts, create a new texture for them, don't touch the old cockpit texture
- never ever have a shine map for glass textures in a cockpit, also you want any glass texture save the fightershield to be named something like "example-trans", or you wont be able to see parts behind the glass

once you have done this, let's talk about exporting
if you really can pull this off for a few of the ships, that would be super awesome

PCS2:
http://www.freespacemods.net/download.php?view.749
here is an example cockpit:
http://www.mediafire.com/download/bp5f4pekkn61a9f/racoon-cockpit.rar
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: Billy Pilgrim on November 01, 2013, 04:58:18 am
Wo, I'm in the newsletter. Welp, guess that means I have to go through with this now ;)

Fightermedic, thanks for the advice. I'm just going to scale the ship so the included cockpit matches as close as it can to the cockpit you linked to by eye. I wasn't planning to use glass textures except the one that's already on the control panel - I might go back and add dings and scratches to the canopy later.

My main concern here is that the eyelines are going to mean there's a big strut right in front of your view - I'm thinking on models with heavily armoured cockpits like the Loki - but that's something to sort out way further down the line.

I've got max back up and running, so I should be good to put some work in tonight. Does anyone have any requests for what ships they'd like to see first?
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: fightermedic on November 01, 2013, 06:07:02 am
just go with the most obvious ones, Herc1 Valk medusa ursa athena etc
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: Mongoose on November 01, 2013, 12:19:54 pm
It's really awesome to see someone join up and immediately start tinkering around to produce something cool. :yes:
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: fightermedic on November 01, 2013, 07:18:45 pm
indeed Mongoose, quite an entry

i have updated the default cockpit that i uploaded before, it should be easier to fit into a cockpit frame now
you can either delete those 2 floating handles, or attach them where you like, if you want to use this version (you'll see what i'm talking about once you open the file)
http://www.mediafire.com/download/7vp3lyiitm91o6h/cockpit.rar
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: Scooby_Doo on November 01, 2013, 11:28:59 pm
You'll definitely want high-detailed models for the cockpit, including hi-res textures, as it's sitting right in your face in-game.   Also forget normal mapping,  glow is good, shine is ok.  Think of your cockpit as a completely separate ship model

Take a look at some of my work for ideas: http://www.hard-light.net/forums/index.php?topic=84497.20
Title: Re: WIP: RTT panels AND individual cockpit shapes?
Post by: Billy Pilgrim on November 04, 2013, 03:48:51 am
Hey, just a quick update to say I'v got everything set up and am working on the actual modelling for the Medusa. It might take a while to do the first couple, as I've not touched max in like ten years, but I'm getting the hang of it again. Stay tuned!