posted 07-10- 03:07 PM
Talking about this stuff with Zur on ICQ, thought I'd "share with the class" in case anyone finds this helpful. This is re: the new unreleased Yak cockpit.--
The way I did the yak cockpit was take a capture of the panel and resize it to 256x256 and map it onto a poly shaped like the panel. Then I added circular polys with detailed maps of instruments and placed them over top of the ones on the less detailed map.
for the pipes I made half-cylinders and oriented the curved half facing the pilot. For the gear knob I used a flat poly with the "billboard" flag turned on. To make the cockpit look less flat I made "bumps" in the panel where some of the knobs were in the texture.
All the instrument stuff was copied from other planes but I had to reposition a lot of DOFs.
For the cloudglass I just made a big poly "cover" that went outside the canopy so the fog doesnt come inside the plane.
For the canopy reflections I made another poly "cover" that went outside the canopy but inside the cloudglass. Its more FPS friendly than making a bunch of glass planes that meet the canopy frame.
Laika and I were experimenting with doing the instrument textures at 128x64 and placing two of them on a 128x128 texture tile, it looked pretty good.
You make it like this on one 128x128 tif:
( dial1 )
( dial2 )
Then you map the top part of the texture to one dial and stretch it out so its square, then map the bottom part to another dial and strech the mapping on that one so its square too.
I used this trick to get the maximum pixels out of the yak panel.. if you look at the texture it looks all streched but in game it looks normal.
TS