Author Topic: about cockpits...  (Read 15352 times)

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Offline Nico

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Mmh, well, well, seems the clipping is gone, indeed, but now the rendering is screwy, sadly:
SCREW CANON!

 

Offline WMCoolmon

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*Uploads a new build*

This one uses the -clipdist command line parameter to set the minimum clipping distance, works the same way as fov; that builds value was 0.0, FS2 default is 1.0. The value should be as large as possible, but not so large that significant clipping occurs.

So; "fs2_open_ex.exe -clipdist 0.5" for example.

The maximum clipping distance is 1e10. I'm not sure how large the mission box is (I couldn't find the define with a quick search), but this value should basically be equal to it if it's any smaller.

Edit: On a side note, has anybody publically released a fighter with a cockpit with clipping issues?

Edit 2: Here's a good site that explains what the minimum clipping distance is, and how it should be set, and why, if you're interested: http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
« Last Edit: January 28, 2005, 08:58:54 pm by 374 »
-C

 

Offline Nico

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there's the ezechiel, but you have to move the eye point back a bit.
SCREW CANON!

 

Offline WMCoolmon

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Ahh, thanks. :)

BTW, that last build I posted wasn't setting the variable, redownload it if you want -clipdist to have an affect. ;)
-C

 

Offline Nico

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I kindda noticed :D
SCREW CANON!

 

Offline Nico

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yeay! It works!
Now it leads to a new problem:
it requires better cockpits, but that would have an impact on all the ships, not just the pilots one... bah, I guess that can be dealt with maps, w/o actually increasing the polycount.
SCREW CANON!

 

Offline WMCoolmon

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Updated the build once again...this one sets the clipping distance to a low min value (0.05) for the player ship, but leaves it at the normal min value for everything else.

This might cause slowdown, but hopefully not much.
-C

 

Offline Lynx

  • 211
Quote
Originally posted by Nico

it requires better cockpits, but that would have an impact on all the ships, not just the pilots one... bah, I guess that can be dealt with maps, w/o actually increasing the polycount.


bobbau has invented a "detailbox code", meaning that you can a super high poly subobject and set the viewing distance for it, so you can set it to 1 for example, so only the player ships cockpit ill be displayed since you probably won't ever get that close to another ships cockpit model.
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 Nuke

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i got it to work by setting the variable to 0.99

what happened to the zoom on the ship icons, the ship is rendered too large and cuts off parts of the ship.
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 Lynx

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A question: Are ships visible if the viewpoint is inside of the ships geometry when the view cockpit thingy is activated?
I want to put a cokpit into a ship that doesn't have a glassy cocpit, just a standard one.
IIRC the ships geometry is invisible when viewed from the inside, but I'm not sure.
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 Nuke

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do what i do and cheat, put an alpha chanel in the texture and make the interior another suobject. in theory you could get the ship, the cockpit, and the windows into one texture, if your skilled enough. just dont use any transparancy in the subobject, if you want to do a see through hud make it part of the ship.
« Last Edit: January 29, 2005, 06:40:55 am by 766 »
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 Lynx

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Nah, what I want to know is another thing:

I have a lot of moels that don't have a modeled cockpit with interior and all that - it's a normal model as evething else before people started putting in those cokpits.

I don't want to rework the model itself, but only insert a cockpit submodel.

But what I don't know is if the main model is visible to the layer if the viewpoint is inside massive model geometry. Because if it is like that, I don't have to bother with changing the models geometry and cut in a cockpit, put glasses in there and so on, when I just can put a totally separate cockpit as submodel without actually changing the ship's model itself? Is that understandable?
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 Nico

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No: there's "normals" on polygons, if you look at them from the inside, they won't be rendered. If you were to do the inside view on, say, the old hercules model, you'd see a bunch of polys flying around you, the ones that for some reason have enough angles so they'd face the camera. If you add the cockpit in there, you'll have the cockpit rendering fine, and that mess of weird isolated polys around it.
Honestly, adding a cockpit is not that difficult anyway ( well with max, at least ), if you're up to reconvert a ship, you might as well spend some time doing the job right :)

About bob's detailbox, how does it work?
SCREW CANON!

 

Offline Flaser

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It lets you put in superdetailed subsystems.
You assign a minimum distance - the model will be only rendered if the camera is within that distance.
This was originally made for WCS' hangars - check out their forum.

BTW you can have non-targetable subsystems too - welcome to true damage modelling.

Ahh...here you're are:

http://www.hard-light.net/forums/index.php/topic,28072.0.html

Bobb's a Godsend, I don't know why the pope hasn't sainted him yet.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Nico

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Seems the best clipdist is 0.25, that way it renders everything save for the pilot head ( you obviously don't want that :p ).
SCREW CANON!

 

Offline aldo_14

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Quote
Originally posted by WMCoolmon

Edit: On a side note, has anybody publically released a fighter with a cockpit with clipping issues?
 


I'll send you one (not for release, but with eyepoint set & cockpit setup) if you contact me ASAP (before the end of the 30th)

 

Offline WMCoolmon

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I don't think I need one anymore - unless you have any models that still clip with this build?

http://fs2source.warpcore.org/exes/latest/cockpittest.zip
-C

 

Offline Nuke

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my clipping issues are resolved so im cool.
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
I don't think I need one anymore - unless you have any models that still clip with this build?

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


Don't know, won't know until sometime next month.

Probably be ok, though.
« Last Edit: January 29, 2005, 05:45:18 pm by 181 »

 
How glitchy is this cockpit build? I'm still modelling the Viper from BSG, so if cockpits and possible padlocking views are being implemented, should I go ahead and start modeling the Viper's cockpit with Starbuck inside? (perhaps topless)