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Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: -JoFFa- on January 12, 2016, 10:26:24 pm

Title: Falcon Cockpit
Post by: -JoFFa- on January 12, 2016, 10:26:24 pm
Here's what i have so far. The model been redone 3 times. right now i got the most clean, closest to original proportions, welded semi-low poly (optimizations for nice view to come). The reference was the actual drawing - for construction of the cockpit for shooting scenes inside it.

1. I need this model to be placed in game by somebody.
2. Shadows - inside cockpit for the user - MUST work.
3. If you have a person for me to talk to - for the modding features and such - i'm willing to do it. If some of the features i speak of will be enabled - then i can make some editing - then we will get  to certain state were i can just add textures. It's a lot of work cause i have yet to learn the FreeSpace way to handle my textures.

[attachment DELETED!! by Strong Bad]
Title: Re: Falcon Cockpit
Post by: CountBuggula on January 12, 2016, 10:59:45 pm
Nice start.  It'll need much more detail before it's considered ready to convert into the game, but keep on it and feel free to show us your progress here.
Title: Re: Falcon Cockpit
Post by: -JoFFa- on January 13, 2016, 03:45:05 am
Maps. In progress. Teaser.



[attachment DELETED!! by Strong Bad]
Title: Re: Falcon Cockpit
Post by: -JoFFa- on January 14, 2016, 04:59:15 pm
Ok. Heres the progress.

As you can see, the maps - are a subject to change. I think i will create a mapped version - made out of maps  taken directle from the movies and photos. Then, i will have to make the closest meshes of a details as low poly as possible. And for that, i need a possibility to add to the engine - because i do not want to make a pixelated cockpit. Thus i will make a tests and will transfer models back and forth to see the result.

Help anyone?


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Title: Re: Falcon Cockpit
Post by: niffiwan on January 15, 2016, 05:32:52 am
1. I need this model to be placed in game by somebody.
2. Shadows - inside cockpit for the user - MUST work.
3. If you have a person for me to talk to - for the modding features and such - i'm willing to do it. If some of the features i speak of will be enabled - then i can make some editing - then we will get  to certain state were i can just add textures. It's a lot of work cause i have yet to learn the FreeSpace way to handle my textures.

I'd like to offer some help/advice, just give me a few days to sort out some IRL stuff as I've just got home from a two week interstate holiday.

Super quickly:

1) Diaspora has modelled cockpits; that would be a good place to start on reverse engineering what's required (including possibly rendering HUD gauges to cockpit textures).  There's also a cockpit mod for Freespace 2 around somewhere that could be an equally good starting point.
2) Recent FSO nightly releases (3.7.3) support shadows, I just don't know how they interact with cockpits (And they tend to destroy framerates as well :()
Title: Re: Falcon Cockpit
Post by: chief1983 on January 15, 2016, 09:03:04 am
So, the falcon is probably the only two seater side by side cockpit I think we could be using at the moment, so I was curious, with the eyepoint being one seat, and free look allowing to look around the cockpit, who are we going to see in the other seat?
Title: Re: Falcon Cockpit
Post by: StarSlayer on January 15, 2016, 09:10:04 am
Lieutenant Kettch

Yub, Yub, chief
Title: Re: Falcon Cockpit
Post by: chief1983 on January 15, 2016, 10:31:41 am
I would be fine with that.
Title: Re: Falcon Cockpit
Post by: CountBuggula on January 15, 2016, 01:03:41 pm
2) Recent FSO nightly releases (3.7.3) support shadows, I just don't know how they interact with cockpits (And they tend to destroy framerates as well :()

I've heard conflicting reports as to whether the shadows actually affect cockpits or not.  Anyone able to test and/or confirm this for us?  Those shadows within the cockpit itself would be huge for immersion.

Actually....I think I still have the cockpit files from the other Star Wars mod lying around somewhere.  Maybe I'll toss those back in FotG just to test.
Title: Re: Falcon Cockpit
Post by: CountBuggula on January 15, 2016, 01:39:52 pm
Ok.  tested with cockpits - they use shading, but not self-shadows.  That's a shame.  Maybe I'll post in the SCP thread about it.
Title: Re: Falcon Cockpit
Post by: -JoFFa- on January 15, 2016, 04:44:50 pm
Shadows are IMPORTANT! I can't stress it enough :) Otherwise it will look flat. and if it looks flat - why make '3d' cockpits - right?

I suggest the consideration of using 3 (!!!) poins in Falcon. No to mention 2 additional. As in - the turrets. User can switch between turrets using a hot-key. And there can be an animation fly by trough the Falcon interior. And the option of flyby can ba customised - as check box. Transitions: instant/flyby... Imagine that :)

I've contacted the guy who are making lifesized Faclon cockpit - for help with the detailing. Hopefully he'll reply. :) He got a lot of HD closeups of the details of the falcon he makes.

The more i do Falcon though - the less epic it becomes for me. I see all those small details - which is so...details of some things from 70's :)

Falcon is not a 'piece of Junk'. It's a 'Pile of Junk' wonderfully put together :)
Title: Re: Falcon Cockpit
Post by: Galemp on January 15, 2016, 05:03:25 pm
I suggest the consideration of using 3 (!!!) poins in Falcon. No to mention 2 additional. As in - the turrets. User can switch between turrets using a hot-key. And there can be an animation fly by trough the Falcon interior. And the option of flyby can ba customised - as check box. Transitions: instant/flyby... Imagine that :)

Quote from: -JoFFa-
Posts: 5

If you can get any one of these actually working in the game, we will all be very impressed. It will take a lot of research and development.
Title: Re: Falcon Cockpit
Post by: niffiwan on January 15, 2016, 06:56:56 pm
Shadows are IMPORTANT! I can't stress it enough :) Otherwise it will look flat. and if it looks flat - why make '3d' cockpits - right?

To better support TrackIR (& similar) by providing a frame of reference for when your view is off centre? :)  e.g. Diaspora has some ~gorgeous~ cockpits even without shadows.
Title: Re: Falcon Cockpit
Post by: Phantom Hoover on January 15, 2016, 07:58:29 pm
Could you not bake lighting into it or something to give it depth without needing shadows?
Title: Re: Falcon Cockpit
Post by: CountBuggula on January 15, 2016, 10:32:29 pm
Shadows are IMPORTANT! I can't stress it enough :) Otherwise it will look flat. and if it looks flat - why make '3d' cockpits - right?

To better support TrackIR (& similar) by providing a frame of reference for when your view is off centre? :)  e.g. Diaspora has some ~gorgeous~ cockpits even without shadows.

Yep.  Head tracking is rediculously disorienting without a frame of reference.

Could you not bake lighting into it or something to give it depth without needing shadows?
Yes, which is the approach most have taken, it just becomes static, which is obviously less impressive than newer game engines that can handle fully dynamic cockpit shadows.
Title: Re: Falcon Cockpit
Post by: -JoFFa- on January 17, 2016, 11:11:48 pm
Quote
Yes, which is the approach most have taken, it just becomes static, which is obviously less impressive than newer game engines that can handle fully dynamic cockpit shadows.

Exactly.

And yes - there will be a map called... Err.. Occlusion? It has a certain qualitu to make things shadowy... But without Dynamic shadows - the mod will be less impressive. Technology gone too far. BTW, do not want to sound blasphemous but, did anyone ever considered of porting - to Unity (5)?  The mod in development for some time now(9 years?) Surely all assets made since the beginning can be used.

Working on the model. In a week - will show you the update. Stay tuned.

Quote
If you can get any one of these actually working in the game, we will all be very impressed. It will take a lot of research and development.

Not me..:) I'm a 3d modeller, not a programmer. Unfortunately(?)

Title: Re: Falcon Cockpit
Post by: niffiwan on January 17, 2016, 11:32:15 pm
BTW, do not want to sound blasphemous but, did anyone ever considered of porting - to Unity (5)?  The mod in development for some time now(9 years?) Surely all assets made since the beginning can be used.
Not me..:) I'm a 3d modeller, not a programmer. Unfortunately(?)

Nope :p There's a heck of a lot more to a game than just the assets, porting to Unity/UE/Cry/etc would take years more work.
Title: Re: Falcon Cockpit
Post by: CountBuggula on January 18, 2016, 01:23:06 am
BTW, do not want to sound blasphemous but, did anyone ever considered of porting - to Unity (5)?  The mod in development for some time now(9 years?) Surely all assets made since the beginning can be used.
Not me..:) I'm a 3d modeller, not a programmer. Unfortunately(?)

Nope :p There's a heck of a lot more to a game than just the assets, porting to Unity/UE/Cry/etc would take years more work.

Well, there was our April Fools joke (http://www.hard-light.net/forums/index.php?topic=89456.0) last year.  And I apparently made it sound way too plausible because I was surprised how many people took it seriously.
Title: Re: Falcon Cockpit
Post by: Cobra on January 30, 2016, 02:18:23 pm
BTW, do not want to sound blasphemous but, did anyone ever considered of porting - to Unity (5)?  The mod in development for some time now(9 years?) Surely all assets made since the beginning can be used.
Not me..:) I'm a 3d modeller, not a programmer. Unfortunately(?)

Nope :p There's a heck of a lot more to a game than just the assets, porting to Unity/UE/Cry/etc would take years more work.

Well, there was our April Fools joke (http://www.hard-light.net/forums/index.php?topic=89456.0) last year.  And I apparently made it sound way too plausible because I was surprised how many people took it seriously.

It certainly caused me to literally raise an eyebrow as I read it. Somehow I didn't think you'd want to pull a Daikatana or DNF with that kind of development hell, though.