Author Topic: Towards A Better Cockpit  (Read 16166 times)

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Offline Commander Zane

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Re: Towards A Better Cockpit
That looks outstanding!

 

Offline Thaeris

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Re: Towards A Better Cockpit
Flight by lefties?

NOOOOOOOOooooo!!!

 :lol:
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Re: Towards A Better Cockpit
Yeah Scoob, when do we get that awesome cockpit and new HUD?
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 
Re: Towards A Better Cockpit
On helmet HUD is saga's, they are fine tuning it.
The console display is currently unavailable (i.e. it hasn't been programmed into the game).

The cockpit itself I'm doing some fine tuning, making it look even better.

I do have one question.  How would you implement glass without it looking empty or being in the way? 
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: Towards A Better Cockpit
Really, really slight environment mapping and mirroring, just enough so people realize there is glass or a glass-like material in front of them.  Nowhere near what that post-GW Sol mod that failed epically (no, not INF:A, the other one) did.
17:37:02   Quanto: I want to have sexual intercourse with every space elf in existence
17:37:11   SpardaSon21: even the males?
17:37:22   Quanto: its not gay if its an elf

[21:51] <@Droid803> I now realize
[21:51] <@Droid803> this will be SLIIIIIGHTLY awkward
[21:51] <@Droid803> as this rich psychic girl will now be tsundere for a loli.
[21:51] <@Droid803> OH WELLL.

See what you're missing in #WoD and #Fsquest?

[07:57:32] <Caiaphas> inspired by HerraTohtori i built a supermaneuverable plane in ksp
[07:57:43] <Caiaphas> i just killed my pilots with a high-g maneuver
[07:58:19] <Caiaphas> apparently people can't take 20 gees for 5 continuous seconds
[08:00:11] <Caiaphas> the plane however performed admirably, and only crashed because it no longer had any guidance systems

 
Re: Towards A Better Cockpit
That's kinda what I was thinking of...
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: Towards A Better Cockpit
i don't use glass in cockpits for now, the value for the alpha was so low that toshop refused to export the alpha in the dds and so i had to much mirroring, that made the game unplayable cause of skybox reflexion!
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
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      "Pro-crasti-nate"
   )
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)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: Towards A Better Cockpit
I don't seem to have a problem with transparency, I think.  However what controls the amount of reflection the shinemap?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

  
Re: Towards A Better Cockpit
The alpha channel of the shinemap controls the "mirror" reflection, IIRC.

 
Re: Towards A Better Cockpit
i don't use glass in cockpits for now, the value for the alpha was so low that toshop refused to export the alpha in the dds and so i had to much mirroring, that made the game unplayable cause of skybox reflexion!


Alright got it working, but ya I see what you mean.  It wasn't the mirroring it was screwed up backgrounds.



Another idea, it would be nice to have a subsystem that is a child of the eye (i.e. it follows the eye/it's angle is the same as that as the eye is looking at)  That could be useful for helmets...


« Last Edit: June 21, 2010, 05:29:54 am by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Nuke

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Re: Towards A Better Cockpit
you could probibly fake it by rendering a model with scripting.
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Offline Bob-san

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Re: Towards A Better Cockpit
Hm; can we do something about the shield indicators? Perhaps, setting an absolute value for each quadrent? That way, we can more accurately tell how strong the shields are and how many shots to go.
NGTM-1R: Currently considering spending the rest of the day in bed cuddling.
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Re: Towards A Better Cockpit
Hm; can we do something about the shield indicators? Perhaps, setting an absolute value for each quadrent? That way, we can more accurately tell how strong the shields are and how many shots to go.
I imagine that would be part of the hud artwork.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

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Re: Towards A Better Cockpit
You could just use some other draw method like scripting to get those helmets and like rendered.
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Offline Dragon

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Re: Towards A Better Cockpit
Really, really slight environment mapping and mirroring, just enough so people realize there is glass or a glass-like material in front of them.  Nowhere near what that post-GW Sol mod that failed epically (no, not INF:A, the other one) did.
Cockpit glass is broken in FSO, it should be completely transparent on the inside, like on FSU models.
The problem is that, even if inside of the glass is untextured, it shows up anyway.

 
Re: Towards A Better Cockpit
Really, really slight environment mapping and mirroring, just enough so people realize there is glass or a glass-like material in front of them.  Nowhere near what that post-GW Sol mod that failed epically (no, not INF:A, the other one) did.
Cockpit glass is broken in FSO, it should be completely transparent on the inside, like on FSU models.
The problem is that, even if inside of the glass is untextured, it shows up anyway.

I seemed to get cockpit glass to work.  You have to add an alpha channel (pure black being 100% transparent) and save as DTX5.  Now unforunately the reflection isn't going to be what you think it is, unforunately no cockpit/ship gets reflected onto the glass  :blah:
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline ssmit132

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Re: Towards A Better Cockpit
Hm; can we do something about the shield indicators? Perhaps, setting an absolute value for each quadrent? That way, we can more accurately tell how strong the shields are and how many shots to go.
I imagine that would be part of the hud artwork.
They had a very similar feature to this in FreeSpace Alpha.

 

Offline Bob-san

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Re: Towards A Better Cockpit
Hm; can we do something about the shield indicators? Perhaps, setting an absolute value for each quadrent? That way, we can more accurately tell how strong the shields are and how many shots to go.
I imagine that would be part of the hud artwork.
They had a very similar feature to this in FreeSpace Alpha.

Not the same idea; more exact but it still won't tell players how much shield energy is still remaining in each quadrant. What I mean is that heavier-shielded ships have thicker and brighter quadrants on the HUD than weaker-shielded ships. That way, an SB Nephilim or Seraphim (1600 shield HP) won't look the same as a GTF Hercules (600 shield HP) or a GTF Ulysses (380 shield HP). That'll tell newbies that the big old Shivan Bombers are going to be tougher to break through than something like the Ulysses.

Also perhaps to have a pseudo-canon classification for threat level of each ship; I don't know if it'd be possible to animate, but a blinking red v. yellow light to indicate if the targeted ship is a high threat.
NGTM-1R: Currently considering spending the rest of the day in bed cuddling.
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Re: Towards A Better Cockpit





That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 
Re: Towards A Better Cockpit
What is this?  Is this using cockpit.pof?  How would a modeler eventually make this beautiful idea work?