Author Topic: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models  (Read 12615 times)

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Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Damn I ment the Perseus.  I keep getting thoes names confused  :o

 

Offline Cobra

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Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Same thing, but I never had any problems with it.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 
Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
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)

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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)

 

Offline TrashMan

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Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
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..
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Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
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
« Last Edit: March 21, 2007, 11:16:06 am by Darklord42 »

 

Offline jr2

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Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
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...

 

Offline takashi

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Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
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...

 
Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Did you download the corrected version? I put them on my site for a reason you know ;)

 
Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
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.

 
Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
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 ;)
« Last Edit: April 23, 2007, 12:50:41 pm by -Joshua- »

 

Offline takashi

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Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
i just retexture tercoc01 to have a hud panel thats pure alpha chanel. you can see right through it WITH the jpgtga flag.

 

Offline Cobra

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Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
Wow, you're a real genius at Photoshop. :rolleyes:

Pretty much what I did though.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 
Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
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] ;)

  
Re: WIP: How to activate ingame cockpits and corrected eyepoint .Pof models
And... added the peggy.

thats the pegasus.
« Last Edit: May 06, 2007, 04:05:01 am by -Joshua- »