FSIC Messageboard
  Tech Talk
  stupid cockpit tricks

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   stupid cockpit tricks
Tailslide
Pilot
posted 07-10- 03:07 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

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


IP: Logged

Sv
Pilot
posted 07-10- 03:21 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Neat!

That is how Nuum did the SE5a cockpit, well the instrument panel at least.

------------------
-Sv =FC=

WWI in SDOE!


IP: Logged

Laika 801
Pilot
posted 07-10- 04:20 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
HA - and why is this stupid - its brilliant !

Tail - I assume you received the half-updated-thing. Still no time for serious work here (only for reply to several topics ). I'll contact you with some more questions etc. next week (friday I think). Can I dl the new yak somewhere ? If not when will it be out ?

LK

IP: Logged

Ronin
Pilot
posted 07-10- 04:56 PM     Click Here to See the Profile for Ronin   Click Here to Email Ronin     Edit/Delete Message   Reply w/Quote
Tail-

Thanks for the description! We can always use these great tips! I've got a couple of cockpits to do here pretty quick so this will come in handy!

Ronin

IP: Logged

Tailslide
Pilot
posted 07-10- 05:28 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Laika, I got the pe-2, and did a beta FM for it as well as partly fixing the artificial horizon (requires some changes to the poly and textures to finish). I sent it to you but didn't get any response. I can't find details on fuel tank locations for the pe-2.

I'm holding off releasing the new yak until the next plane pack or we get the common russian instruments mapped whichever comes first. Please put your instrument textures in cockpit\Rus\textures like I did on the yak, it makes more sense if we are sharing them.

TS

IP: Logged

FarmerJoe
Pilot
posted 07-11- 01:21 AM     Click Here to See the Profile for FarmerJoe   Click Here to Email FarmerJoe     Edit/Delete Message   Reply w/Quote
Tail that's pretty slick man! I am just starting to get into the texturing. I can't seem to make the object's colors fade out though. In other words when I try to fill an object how can I made it gradient but look realistic? It just turns out solid. I am using paint shop pro 6. Do you have any suggestions. I am playing around with the gamma correction and alpha channels and RGB modes. So I am pretty much getting that down. Just can't seem to figure this out. Is there some sort of gradient option I can choose that will automatically make the object shaded? Also is there some way you can make a light source in there? So that it automatically does the gamma correction and shading for you? Or do you have to manually make them. I am not commiting all of my time to learning this but I do fool around with it with my spare time. Yall take'd easy now.


------------------
Subaltern FarmerJoe Axis West
Three Amigo

IP: Logged

Laika 801
Pilot
posted 07-11- 02:24 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Sh*t ! I did not receive anything. Could you please send it again (to both mail-adresses) ???

The instrument textures are still in the Pe2 folders to keep overview, of course I'll change the path when all is done (instr. wise).

Thanks !

LK

IP: Logged

Tailslide
Pilot
posted 07-11- 10:43 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Joe, I mapped a gradient texture to get that effect. I have a texture that goes from grey to dark grey, and I mapped it halfway across the pipe with the dark part in the center, then flipped the texture around and mapped the other half of the pipe with the dark part in the center to get a nice fade from light to dark to light again, making it look round.

Laika, sent again.

TS

IP: Logged

FarmerJoe
Pilot
posted 07-11- 01:12 PM     Click Here to See the Profile for FarmerJoe   Click Here to Email FarmerJoe     Edit/Delete Message   Reply w/Quote
Thanks tail! I kinda figured that I was gonna have to use gradient textures but that sums it up for me Thanks man!


------------------
Subaltern FarmerJoe Axis West
Three Amigo

IP: Logged

All times are CT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Fighter Squadron Information Center

(This site Copyright (c) 1999 Inertia LLC)

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c