Author Topic: 3d cockpit progress?  (Read 1540 times)

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3d cockpit progress?
Any plans to have some form of padlock view on your target feature? I think it would add more to the 3d cockpit feature besides aesthetic value.



Here are some screenies of 3d cockpit feature in the viper.





This cockpit was not modelled with the 3d cockpit implementation in mind. Its VERY low poly, but the textures seem to hold up, considering they're at 1024x512 (too big considering their visibilty in game). The only time you'll suppose see this cockpit in game is during a kamizaze run!

The window bars do not render from the inside. Its kool though, cuz they REALLY HINDER the view.
« Last Edit: March 02, 2005, 03:13:04 pm by 1582 »

 

Offline Deepblue

  • Corporate Shill
  • 210
Why dont the window bars render? They should...

 

Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
You could up the polies for the lod 0 of the cockipt subsystem and make it partial semi-transparent for lod 0 too.


The subystem lod system is a really nice feature.

:yes:



BTW I like 3d cockpits, but after some time of playing the 2d interface proved to be superior. (not the looks, but the usefulness)
That's why I never really used 3d cockpits in any game.

I'd rather go for a Aquanox-style cockipt.
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SoL is looking for a sound effect artist
Please PM me in case you want to apply
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Shadows of Lylat - A Freespace 2 total conversion
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Offline aldo_14

  • Gunnery Control
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Quote
Originally posted by Deepblue
Why dont the window bars render? They should...


Not unless they're double sided / have the inner side modelled too.

 

Offline DaBrain

  • Screensniper
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    • Shadows of Lylat board
I don't think that would be a good idea. If the sun shines directly on the cockpit you won't be able to see anything (else than white ;) ).
--------------------------------------------------
SoL is looking for a sound effect artist
Please PM me in case you want to apply
---------------------------------
Shadows of Lylat - A Freespace 2 total conversion
(hosted by Game-Warden)
----------------------------------

 
True DaBrain, but I made the window mesh that uses a texture transparancy.

 

Offline Deepblue

  • Corporate Shill
  • 210
About the glaring white shine thing... this is why Alpha_env was implemented in the first place. Cockpits shouldn't just white out like they do, it should be more
"glossy" hence environmental mapping. Now if we could make it so that sunglows are applied to sun reflections... that would be awesome (if the sun had the right kind of glow).