Author Topic: Cockpits : One Stop Shopping  (Read 65397 times)

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Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Cockpits : One Stop Shopping
"Dragon has created an awesome generic cockpit that you can use. Just copy a entry using a GenericCP.pof, replace the ship name,and add it to the AoACockpits-shp."
Just to clarify, I didn't created the GenericCP.pof, I just took VA's (IIRC) generic cockpit, tabled it and used for my cockpit mod.
I initially intended it to be provided with BP and an "extra" pack, so it doesn't have a readme which was supposed to give the creator a credit, as well as intallation instructions.
In fact, what I released was sort of Beta version, I didn't thought that so many people will be using that.
These problems should be adressed when I'll find some free time to work on the updated version of this pack for Mediavps 3.6.14 (or 3.7), as well as AoA and WiH versions of it.
Unfortunately, I'm currently really busy with real life, have sleeping problems and overall, a difficult time in school because of that. So, any updates will have to wait. I have a bad habit of postponing things ad kalendas graecas, so they may have to wait a while.  :)

 
Re: Cockpits : One Stop Shopping
I believe the HUD code has been committed to trunk so yes it is included in Antipodes 8 as well as the current nightlies.

I had no idea that downloading was down, that blows. Well they are pretty efficient around here so I'm sure it won't be too long before it's back up again. I'll copy my Ant 8 and post a link here but it's SSE2 and I don't know if that's the one you need.

Here it is: http://www.mediafire.com/file/y0qfq6a07lfdcor/fs2_open_Ant_8_SSE2.7z

SSE2 is the one I'd be looking for, - thanks for the help!

 
Re: Cockpits : One Stop Shopping
Incredible, - the generic cockpit with Swifty's HUD changes is very impressive and a lot of fun to play with.  on my game @ 1680X1050 however, I'm getting some misalignment of the HUD elements at the edge of the screen - I realize it's not supposed to be perfect, - but was wondering if there was a global value I should be paying attention to in the hud_gauges table Rscaper provided or maybe something I'm missing in the launcher, or if I would have to nudge the HUD elements around individually in the .tbl to get things to line up better against the 'pit's displays.

I also noticed that the 2-D radar is very inaccurate when using Swifty's code - though the 3d radar seems to work just fine...I'm assuming that's a known issue - in any case its not very important.





[attachment deleted by ninja]

 
Re: Cockpits : One Stop Shopping
Yeah, that table is set up for 1360x768 that I use. All I did was play around with it until I got a hang of the coordinates. It's not that hard and you are almost there right now. The hardest one to move is the target view gauge and I wish I could be more helpful but I really don't remember everything I did.
Did you hear that fellas? She says I have a Meritorious Unit.

 
Re: Cockpits : One Stop Shopping
no problem - I'll play around with it

Just making sure there wasn't an obvious solution before I invest time in tweaking individual coordinates...

 
Re: Cockpits : One Stop Shopping
One more question, - using the cockpit-mod I only get a cockpit if I fly a mission's default ship.  For instance the Boanerges is set to use the generic cockpit in the .tbm - If I fly one in 'Slaying Ravana' I get the cockpit artwork as its that mission's default ship.

If however I select the Boarnerges in 'The Sicilian Defense' no cockpit appears as that mission's default is the Artemis....and if I fly the Artemis the cockpit appears...

Do I have something screwy set-up on or is that the mod's normal behavior?

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: Cockpits : One Stop Shopping
This behavior is not normal, but it's almost certainly an SCP issue.
Somebody must have screwed something up with cockpit model selection, since I don't see any other way that could happen.
Which build are you using?

 
Re: Cockpits : One Stop Shopping
Antipodes 8 SSE2 release version

 
Re: Cockpits : One Stop Shopping
I noticed that a long time (1/2 years) ago and i had mantised that too.
This has nothing to do with the mod anyway ;)
I've been asked form wich build the bug appear but after trying around 35 builds i gaveup.
However it still happen.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline mralexs

  • 26
  • I'm White and Nerdy
Re: Cockpits : One Stop Shopping
Here's a shot of Vasudan Admiral's GenericCP.pof with Swifty's HUD build.




Edit: Forgot to put the code down if anybody wants it. It's for wide screen. This is an example for the Myrmidon if you want this HUD for other ships you are using the cockpit pof for you need to copy and paste everything from #Gauge Config to #End for each ship and rename.

Code: [Select]
$Load Retail Configuration: No        ; If set to Yes, FSO will load any missing gauges necessary to complete the FS1/FS2 retail configuration.
                                    ; If field is not present, FSO will default this to Yes.

;$Font: 3                        ; index is based on the order of fonts specified in fonts.tbl. Starts from 0 which should be font1.vf...

;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

;$Reticle Style:

; The following is a widescreen example HUD.
; If the user does not select a resolution matching the below parameters, FSO will not use this HUD and will move on to the next configuration.



#Gauge Config
    $Ship: GTF Myrmidon
        ;$Font: 3
    $Base: (1440, 900)                   
    $Required Aspect: Wide Screen         ; Can be "Wide Screen" or "Full Screen" ATM
    $Min: (1280, 720)                    ; These Min and Max fields are Inclusive
    $Max: (1920, 1080)   
    $Gauges:       
        +Messages:
            Position: (7, 6)
            ;Font: 3
        +Training Messages:
            Position: (533, 146)
            ;Font: 3
        +Multiplayer Messages:
            Position: (11, 281)
            ;Font: 3
        +Support:
            Position: (665, 590)
            ;Font: 3
             Slew: yes
            ;Filename: support1
            ;Header Offsets: (3, 2)
            ;Text Y-offset: 12
            ;Dock Status X-offset: 6
            ;Dock Time X-offset: 65
        +Damage:
            Position: (648, 654)
            ;Font: 3
            Slew: yes
            ;Top Background Filename: damage1
            ;Entry Background Filename: damage2
            ;Bottom Background Filename: damage3
            ;Header Offsets: (3, 2)
            ;Hull Integrity Offsets: (4, 15)
            ;Hull Integrity Value X-offset: 142
            ;Top Background Height: 25
            ;Subsystem Entry Height: 9
            ;Subsystem List Start Offsets: (4, 27)
            ;Subsystem Entry Value X-offset: 142
        +Wingman Status:
            Position: (670, 840)
            ;Font: 3
            Slew: yes
            ;Left Background Filename: wingman1
            ;Entry Background Filename: wingman2
            ;Right Background Filename: wingman3
            ;Dot Filename: wingman4
            ;Header Offsets: (2, 2)
            ;Left Background Width: 71
            ;Entry Width: 35
            ;Single Wing Offsets: (28, 15)
            ;Multiple Wing Start Offsets: (46, 15)
            ;Dot Offsets: (11, 0) (4, 8) (18, 8) (11, 16) (0, 16) (22, 16)
            ;Grow Mode: Left
        +Auto Speed:
            Position: (605, 590)
            ;Font: 3
             Slew: yes
            ;Filename: toggle1
            ;Auto Offsets: (13, 2)
            ;Speed Offsets: (10, 10)
        +Auto Target:
            Position: (775, 590)
            ;Font: 3
             Slew: yes
            ;Filename: toggle1
            ;Auto Offsets: (13, 2)
            ;Target Offsets: (7, 10)
        +Countermeasures:
            Position: (630, 570)
            ;Font: 3
             Slew: yes
            ;Filename: countermeasure1
            ;Text Offsets: (36, 4)
            ;Value Offsets: (9, 4)
        +Talking Head:
            Position: (7, 66)
            ;Font: 3
            ;Filename: head1
            ;Header Offsets: (2, 2)
            ;Animation Offsets: (2, 10)
            ;Animation Background Size: (160, 120)
        +Directives:
            Position: (1055, 800)
            ;Font: 3
            Slew: yes
            ;Top Background Filename: directives1
            ;Entry Background Filename: directives2
            ;Bottom Background Filename: directives 3
            ;Header Offsets: (2, 2)
            ;Top Background Height: 12
            ;List Start Offsets: (3, 13)
            ;Entry Height: 9
           
        ;My most hated gauge (Swifty)
        +Weapons:
            Position: (873, 825)
            ;Font: 3
            Slew: yes
            ;Primary List Top Background Filename: weapons1
                ;Alt Ballistic Filename: weapons1_b
            ;Primary List Middle Background Filename: weapons2
                ;Alt Ballistic Filename: weapons2_b
            ;Primary List Bottom Background Filename: weapons6
                ;Alt Ballistic Filename: weapons2_b
            ;Secondary List Top Background Filename:  weapons3
                ;Alt Ballistic Filename: weapons3_b
            ;Secondary List Entry Background Filename: weapons4
                ;Alt Ballistic Filename: weapons4_b
            ;Secondary List Bottom Bakground Filename: weapons5
                ;Alt Ballistic Filename: weapons5_b
            ;Header Offsets: (21, 2)
                ;Alt Ballistic Offsets: (-10, 2)
            ;Top Primary Background X-offset: 12
                ;Alt Ballistic X-offset: -12
            ;Text X-offset: 0
                ;Alt Ballistic X-offset: -12
            ;Top Primary Frame Height: 20
            ;Top Secondary Frame Height: 12
            ;Primary List Start Y-offset: 12
            ;Secondary List Start Y-offset: 4
            ;Primary Weapon Ammo X-offset: 28
            ;Primary Weapon Link X-offset: 33
            ;Primary Weapon Name X-offset: 39
            ;Secondary Weapon Ammo X-offset: 28
            ;Secondary Weapon Unlinked X-offset: 33
            ;Secondary Weapon Linked X-offset: 28
            ;Secondary Weapon Name X-offset: 39
            ;Secondary Weapon Reload X-offset: 118
            ;Primary Weapon Entry Height: 12
            ;Secondary Weapon Entry Height: 9
        +Objective Notify:
            Position: (613, 216)
            ;Font: 3
            ;Slew: no
            ;Filename: objective1
            ;Objective Text Y-offset: 2
            ;Objective Value Y-offset: 11
            ;Subspace Text Y-offset: 2
            ;Subspace Value Y-offset: 10
            ;Red Alert Text Y-offset: 2
            ;Red Alert Value Y-offset: 10
        +Squad Message:
            Position: (634, 700)
            ;Font: 3
            Slew: yes
            Top Background Filename: message1_2
            Entry Background Filename: message2_2
            Bottom Background Filename: message3_2
            ;Header Offsets: (2, 1)
            ;List Start Offsets: (4, 13)
            ;Top Background Height: 12
            ;Entry Height: 10
            ;Command X-offset: 17
            ;Page Up Offsets: (110, 5)
            ;Page Down Offsets: (110, 115)
        +Escort View:
            Position: (433, 815)
            ;Font: 3
            Slew: yes
            ;Top Background Filename: escort1
            ;Entry Background Filename: escort2
            ;Bottom Background Filename: escort3
            ;Entry Height: 11
            ;Header Text: monitoring
            ;Header Offsets: (3, 2)
            ;List Start Offsets: (0, 13)
            ;Hull X-offset: (116, 0)
            ;Name X-offset: (4, 0)
            ;Status X-offset: (-11, 0)
        +ETS Weapons:
            Position: (955, 725)
            ;Font: 3
            Slew: yes
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +ETS Shields:
            Position: (967, 725)
            ;Font: 3
            Slew: yes
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +ETS Engines:
            Position: (979, 725)
            ;Font: 3
            Slew: yes
            ;Filename: energy1
            ;Foreground Clip Height: 41
            ;Letter Offsets: (2, 42)
            ;Top Offsets: (0, 0)
            ;Bottom Offsets: (0, 50)
        +Target Monitor:
            Position: (105, 770)
            ;Font: 3
            Monitor Filename: targetview1_2
            ;Integrity Bar Filename: targetview2
            Viewport Offsets: (145, 10)
            ;Viewport Size: (131, 112)
            Integrity Bar Offsets: (270, 12)
            ;Integrity Bar Foreground Clip Height: 88
            Status Offsets: (250, 12)
            Name Offsets: (6, 80)
            Class Offsets: (6, 90)
            Distance Offsets: (6, 101)
            Speed Offsets: (81, 101)
            Hull Offsets: (273, 3)
            Cargo Contents Offsets: (4, 133)
            Cargo Scan Start Offsets: (139, 7)
            ;Cargo Scan Size: (130, 109)
        +Extra Target Data:
            Position: (440, 780)
            ;Font: 3
            Slew: yes
            ;Filename: targetview3
            ;Bracket Offsets: (0, 3)
            ;Dock Offsets: (7, 18)
            ;Order Offsets: (7, 0)
            ;Time Offsets: (8, 9)
        +Target Shields:
            Position: (493, 720)
            ;Font: 3
            Slew: yes
        +Radar:
            Position: (634, 690)
            ;Font: 3
            Filename: 2_radar1_2
            Infinity Distance Offsets: (160, 130)
            Long Distanace Offsets: (156, 130)
            Short Distance Offsets: (159, 130)
        +Player Shields:
            Position: (847, 720)
            ;Font: 3
            Slew: yes
        ; If you want different types of radar running, be my guest
        ;+Radar Orb: 
            ;Position: (615, 670)
            ;Font: 3
            ;Filename: 2_radar1
            ;Infinity Distance Offsets: (185, 150)
            ;Long Distanace Offsets: (181, 150)
            ;Short Distance Offsets: (184, 150)
        +Afterburner Energy:
            Position: (428, 439)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_energy2
            ;Foreground Clip Height: 96
        +Weapon Energy:
            Position: (924, 439)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_energy2
            ;Foreground Clip Height: 96
            ;Text Offsets: (43, 85)
        +Text Warnings:
            Position: (720, 322)
            ;Font: 3
            ;Slew: yes
        +Center Reticle:
            Position: (700, 438)
            ;Font: 3
            ;Filename: 2_reticle1
        +Mini Target Shields:
            Position: (705, 560)
            ;Font: 3
            ;Slew: yes
            ;Filename: targhit1
            ;3 Digit Hull Offsets: (5, 7)
            ;2 Digit Hull Offsets: (9, 7)
            ;1 Digit Hull Offsets: (14, 7)
        +Throttle:
            Position: (490, 317)
            ;Font: 3
            ;Slew: yes
            ;Filename: 2_leftarc
            ;Foreground Clip Bottom Y-offset: 222
            ;Foreground Clip Width: 78
            ;Foreground Clip Height: 80
            ;Afterburner Clip Height: 27
            ;Show Background: no
            ;Max Speed Label Offsets: (31, 137)
            ;Min Speed Label Offsets: (57, 216)
            ;Orbit Center Offsets: (166, 118)
            ;Orbit Radius: 166
        +Threat Indicator:
            Position: (847, 317)
            ;Font: 3
            ;Slew: yes
            ;Arc Filename: 2_rightarc1
            ;Dumbfire Filename: 2_toparc2
            ;Lock Filename: 2_toparc3
            ;Dumbfire Offsets: (66, 124)
            ;Lock Offsets: (57, 150)
        +Voice Status:
            Position: (7, 193)
            ;Font: 3
            ;Slew: no
        +Ping:
            Position: (1260, 6)
            ;Font: 3
            ;Slew: no
        +Lag:
            Position: (881, 620)
            ;Font: 3
            ;Slew: no
            ;Filename: netlag1
        +Supernova:
            Position: (239, 199)
            ;Font: 3
            ;Slew: no
        +Target Brackets:             ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
            ;Font: 3
            ;Dot Filename: attacker
        +Lead Indicator:
            ;Font: 3
            ;Filename: 2_lead1
            ;Center Offsets: (13, 13)
        +Lock Indicator:
            ;Font: 3
            ;Lock Filename: 2_lock1
            ;Locked Filename: 2_lockspin
            ;Lock Center Offsets: (28, 25)
            ;Locked Center Offsets: (50, 52)
        +Offscreen Indicator:
        +Hostile Triangle:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Target Triangle:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Missile Triangles:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
            ;Triangle Base: 9.5
            ;Triangle Height: 11.0
        +Orientation Tee:
            Position: (720, 450)
            ;Font: 3
            ;Slew: yes
            ;Radius: 166
        +Mission Time:
            Position: (460, 725)
            ;Font: 3
            Slew: yes
            ;Filename: time1
            ;Text Offsets: (4, 4)
            ;Value Offsets: (26, 12)
        +Kills:
            Position: (750, 570)
            ;Font: 3
             Slew: yes
            ;Filename: kills1
            ;Text Offsets: (6, 4)
            ;Value Offsets: (74, 4)
        ; FS1 specific gauge
        ;+Weapon Linking:
            ;Position: (841, 453)
            ;Font: 3
            ;Slew: yes
            ;Arc Filename: 2_rightarc1_fs1
            ;Single Primary Filename: 2_rightarc2_fs1
            ;Double Primary Filename: 2_rightarc3_fs1
            ;Single Secondary Filename: 2_rightarc4_fs1
            ;Double Secondary Filename: 2_rightarc5_fs1
            ;Triple Secondary Filename 2_rightarc6_fs1
            ;Single Primary Offsets: (52, 18)
            ;Double Primary Offsets: (52, 18)
            ;Single Secondary Offsets: (28, 55)
            ;Double Secondary Offsets: (28, 55)
            ;Triple Secondary Offsets: (28, 55)
       
        ; Komet's lead sight. Looks for "leadsight.ani"
        ;+Lead Sight: (700, 438)
            ;Font: 3
            ;Filename: leadsight
       
        ; Custom gauge syntax
        ;+Custom:
            ;Position:
            ;Font: 3
            ;Name:
            ;Text:
            ;Gauge Type:
            ; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE, HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
            ; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA, TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
            ; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY, WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
            ; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES, MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
            ; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX, SUPPORT GUAGE, LAG GUAGE) the last five aren't typos.
            ; Slew:
            ; Filename:
    $End Gauges


#End


HUD ani files:
http://www.mediafire.com/file/7qbd1yf26j6oib6/hud.rar

New code for this:



And almost everything shakes when you hit afterburn but if you have TrackIR everything will move around.

This cockpit in action:

http://www.youtube.com/watch?v=oN5AxmPJ9Yo


hey uh, what do I name the file?

 
Re: Cockpits : One Stop Shopping
Just name it hud_gauges.tbl .
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline mralexs

  • 26
  • I'm White and Nerdy
Re: Cockpits : One Stop Shopping
EDIT: it doesn't work :mad:

« Last Edit: September 04, 2011, 01:00:09 pm by mralexs »

 

Offline mralexs

  • 26
  • I'm White and Nerdy
Re: Cockpits : One Stop Shopping
can someone help me? the custom HUD layout doesn't work for me!

 

Offline Rodo

  • Custom tittle
  • 212
  • stargazer
    • Minecraft
    • Steam
Re: Cockpits : One Stop Shopping
are you using one of the hud capable builds?, download any of the recent ones from here: http://www.hard-light.net/forums/index.php?board=173.0
el hombre vicio...

 

Offline mralexs

  • 26
  • I'm White and Nerdy
Re: Cockpits : One Stop Shopping
i'm using the inferno build..... is that a problem??? :confused:

 

Offline Commander Zane

  • 212
  • Spoot Knight of Anvils
Re: Cockpits : One Stop Shopping
All Nightlies are INF.

 

Offline mralexs

  • 26
  • I'm White and Nerdy
Re: Cockpits : One Stop Shopping
i mean fs2_open_3_6_12_INF

 
 

Offline mralexs

  • 26
  • I'm White and Nerdy
Re: Cockpits : One Stop Shopping
tried one, had no HUD at all.

 
Re: Cockpits : One Stop Shopping
When you use the HUD build is it the HUD that is missing or the cockpit? The table that I posted was an example for that HUD and if you only used what is there it would only work with the Myrmidon. You have to add every ship you want a custom HUD for. Here's a copy of the hud_gauges.tbl that I use. It's not necessarily complete but you will get the idea. The first set is for the retail hud that will be used if you're in a ship that you don't have listed.

http://www.mediafire.com/file/11btj8ap2xw32mx/hud_gauges.tbl

Now regarding the hud.ani files. Those get put in mediavps_3612/data/hud. You are going to have to rename the targetview1.ani so that it is targetview1_2.ani. You could do that for the radar and messages to if you want but then you are going to have to change all the entries in the hud_gauges.tbl. I made them before the test build would let you use custom ani's and so they have the retail file names. If you don't rename them they will replace those gauges and not look right if you are not using the cockpit pof.

If you're still not seeing the cockpit my only guess is that your file structure is off and Freespace isn't finding what it needs. Here's how mine is set.

C/Games/FreeSpace2


mediavps_3612


Cockpitmod

Did you hear that fellas? She says I have a Meritorious Unit.