Author Topic: WHY!?!?!?!?  (Read 8498 times)

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Offline Nuke

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is there any way to change the way the vew controls works, make it pan the view instead of toggle ing the different views. that way you could look around the cockpit. it would be like holding down the 0 key on the numpad.
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Offline WMCoolmon

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Goob: If you could look down, you'd probably see the texmapped gauges. The eyepoint is right above Mr.Adam's head.

Nuke: Maybe. I tried implementing a top-down view, but when you press the assigned key nothing happens. :p Obviously I haven't quite got the hang of this keyboard thing.
-C

 

Offline Lynx

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Meh, I'd really like to have cockpits but I don't think that's the way. The Hercs cockpit looks good if you don't go too close. Integrating a high poly cockpit into the model will further strain the performance since it'd be on every model, not only the player model, which otherwise could be invested in more model detail. If it leads to separate models for cockpits, cool, but otherwise, I'm dubious on the benefit of this.
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Offline Flaser

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Quote
Originally posted by Lynx
Meh, I'd really like to have cockpits but I don't think that's the way. The Hercs cockpit looks good if you don't go too close. Integrating a high poly cockpit into the model will further strain the performance since it'd be on every model, not only the player model, which otherwise could be invested in more model detail. If it leads to separate models for cockpits, cool, but otherwise, I'm dubious on the benefit of this.


One magic word: LODs.

It can be setup so the high-poly cockpit is in a -1 or 0 Lod that is only loaded for the player ship and/or close-up (dist <= 4 meters).
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Offline Tolwyn

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or you create two models, one for ai and one for player.
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Offline Bobboau

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this could be a good place to use that hanger bay code, so it only renders a high poly model when you are viewing from inside the cockpit.
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Offline Lynx

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Yeah, that'd help.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline aldo_14

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Quote
Originally posted by WMCoolmon
WHY DOES THIS FREAKING BUILD DO THIS WITH BOBB'S HERCULES!?!?  :hopping:

http://fs2source.warpcore.org/exes/latest/C01162005.zip

EDIT: LINK FIXED.


you are my God


 

Offline Goober5000

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Now that looks better.  :)

 

Offline Taristin

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Damnit. Now I have to make my cocpits look better. :hopping:
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Offline Singh

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aldo: mind if I show that pic off elsewhere, like at spacebattles.com?

Absolutely fantastic WMCoolmon! This is taking FS where it's never been before! :D
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Offline aldo_14

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Quote
Originally posted by Singh
aldo: mind if I show that pic off elsewhere, like at spacebattles.com?

Absolutely fantastic WMCoolmon! This is taking FS where it's never been before! :D


fire away.

EDIT; I wonder, would it be possible to optionally map the joystick hat to the free look rather than the numpad?

 

Offline aldo_14

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NB: the clipping / culling plane is a bit pernickity, unfortunately; especially for looking backwards etc.

On the plus side - you can set it up to see your legs!  Yay.
EDIT2;
Thsi is what i mean;  Front view (fixed)


But, when you move the camera you start to get problems;


Also, if you look back you sometimes get nastiness (different ship this time);

(likewise the sides)
« Last Edit: January 18, 2005, 07:48:28 am by 181 »

 

Offline gevatter Lars

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Looks promessing...if we just could make it so that the gameinfos are displayed on the panels instead of just some graphics...
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Offline WMCoolmon

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Does it help any to change the FOV? It looks to me like in that last picture, the virtual 'lens' of the camera might be larger than the cockpit.

Messing with clipping/culling is a little beyond me at this point...

As for gameinfos on the panels, that's going to take some sort of render_to_texture function, or creative placement of gauges on the HUD. (For the latter, you could move the shield indicators right now using hud_gauges.tbl)
-C

 

Offline Knight Templar

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Quote
Originally posted by Raa
Damnit. Now I have to make my cocpits look better. :hopping:


Damnit, now I have to make cockpits. :blah:
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Offline Nuke

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Quote
Originally posted by Knight Templar


Damnit, now I have to make cockpits. :blah:


me too :D
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline aldo_14

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Quote
Originally posted by WMCoolmon
Does it help any to change the FOV? It looks to me like in that last picture, the virtual 'lens' of the camera might be larger than the cockpit.

 


Hmm.... I'll check, although I'd be worried if I had to change it significantly from the default (it's at the defo justnow) to get it to look right.
EDIT; nope.  Just seems to mean I have a more zoomed in initial view; clipping seems to cover the same extents as before.
« Last Edit: January 19, 2005, 04:44:41 am by 181 »

 

Offline TrashMan

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WOW...I mean...just...WOW....
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Offline aldo_14

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Quote
Originally posted by aldo_14


Hmm.... I'll check, although I'd be worried if I had to change it significantly from the default (it's at the defo justnow) to get it to look right.
EDIT; nope.  Just seems to mean I have a more zoomed in initial view; clipping seems to cover the same extents as before.


NB: tried with fov 0.35 and 1.25.... no luck.  'tis a problem.....