3D Cockpit model

Projects around retexturing and remodeling Descent

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Sirich
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3D Cockpit model

Postby Sirich » Mon May 10, 2010 8:19 am

Hello!

I'm new to the forums and D2X-XL, but I'm a long time Descent 2 player.

Anywho, I saw a post about a 3D cockpit model somewhere before I registered, and I thought I'd give it a go, Here are some pictures of my model. (Keep in mind that the texture is simply the default 2d cockpit texture, and is not fit to the model.)

A render:
Image

Showing 3d-ness and verts:
Image
The model has 423 verts and 524 Faces.

Unfortunately, I have no idea how to convert my .blend file to whatever format D2X-XL uses, And I am pretty terrible at texturing, so its not likely to get a better texture any time soon.
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karx11erx
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Postby karx11erx » Mon May 10, 2010 8:23 am

Welcome here, Sirich. :)

That looks impressive. :thumb:

Maybe Sirius or Ben K can help you a bit with converting and texturing it.

Turning this into a ASE model would be perfect. If that could be done, I'd need a submodel for each instance of a variable panel (like missile lock indicator off/on, keys off/on, rear view, etc.) with a single face and the proper texture for the state it reflects.

The model would also need to be wider for the widescreen resolutions (I cannot just stretch it as I can do with the flat cockpit texture).
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Postby Sirich » Mon May 10, 2010 8:35 am

Thanks!
I would love to continue working on this if it could make it in to the game. :D

That is quite a lot of models for the panels, but I could probably whip up the actual models in no time, since all the real work would probably be the textures.

A rear view would be fun to make, I will probably do that next.

Being a widescreen user myself, I will attempt to make it a bit wider, perhaps by adding filler stuff at the sides so the main panels are still visible to people with normal screens.


Also, may I ask what the Vert limit is for D2X-XL models?
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Postby karx11erx » Mon May 10, 2010 8:41 am

Yes, just add more "cockpit style" stuff to the sides.

The panels should be easy to do, since they are just rectangles. The hires pyro has a ton of submodels to allow showing the selected guns and missiles. If you do the panel submodels, make sure that those belonging together simply overlay each other (e.g. missile lock ind. off - missile lock ind. on) and please give a meaningful name to each one (e.g. $msl-lock-0, $msl-lock-1, $red-key-0, $red-key-1, etc., "0" being the off state, "1" being the "on" state) to allow me to identify each in my code. The two aux. monitors in the cockpit only need one model each (since their texture is created by the program).
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Postby Sirich » Mon May 10, 2010 9:02 am

I added some (1) frills for widescreens:
Image

If you cant find it, its barely visible on the right, and it is a cup holder. (hey, pilots need nourishment too! :P )
It should probably fit most resolutions since the sides go way way past the cup holder there.

Also, what are the Aux. monitors?
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Postby karx11erx » Mon May 10, 2010 9:04 am

You could put a coffee cup in it for fun!

:lolol:
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Postby Weyrman » Mon May 10, 2010 12:00 pm

Sirich,

Welcome to the group.

Your efforts will make a lot of people here happy.

I have longed for a 3d cockpit for ages and will be watching this thread with great excitement and anticipation!!!
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Postby Ben K » Mon May 10, 2010 7:57 pm

Sirich wrote:Also, what are the Aux. monitors?


Left and right weapons displays.
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Sirich
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Postby Sirich » Mon May 10, 2010 8:03 pm

Image

Screens!

I have $msl-lock-0, $msl-lock-1, $prime-wpn-scrn, $second-wpn-scrn, $Shield-Ind, $Shield-Num, $Energy-IndL, $Energy-IndR, $Energy-Num, $aftrbrn-scrn, $red-key-1, $red-key-0, $yellow-key-1, $yellow-key-1, $blue-key-0, $blue-key-1 and $bomb-scrn so far.

Edit: Also pictured is a Coffee cup. (not textured yet.)
Last edited by Sirich on Mon May 10, 2010 9:00 pm, edited 1 time in total.
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Postby Red_5 » Mon May 10, 2010 8:52 pm

That is sooooooo sick. Love it.
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Postby karx11erx » Mon May 10, 2010 8:56 pm

Ben K wrote:
Sirich wrote:Also, what are the Aux. monitors?


Left and right weapons displays.

And rear view, and automap, and guidebot view, and marker view, and team mate view ...
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Sirich
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Postby Sirich » Mon May 10, 2010 9:06 pm

Oh my, this is going to be a Lot of panels.

No updates on the model quite yet, but out of curiosity, how many frames am I going to need for the energy and afterburner bars? one for each possible amount of full/empty-ness, or simply one empty, and one full?
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Postby karx11erx » Mon May 10, 2010 9:28 pm

You have understood that wrong. $prime-wpn-scrn and $second-wpn-scrn are multi-purpose panels that are textured by D2X-XL.

Btw, would you pls rename them to $monitorL and $monitorR?
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Sirich
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Postby Sirich » Mon May 10, 2010 9:38 pm

Ah.

And sure, I will rename them now.
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Postby Weyrman » Mon May 10, 2010 9:39 pm

:drool: :drool:

:D I'm sorry,I can't help it :D

:thumb: :D
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