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I have been coming back to this thread for the last year or so hoping to see something new, so I decided to make something new myself.
This 3d cockpit is designed to look exactly like the 2d HUD. It is designed for widescreen and encompasses the entire interior. I built it inside Metalbeast's canopy from the in game model to get an accurate perspective of the struts and proper proportions.
At the moment this is a solid model (not a single polygon) but I have designed it to be converted to a mesh without the difficulty I usually have. That is to say, it is made up of entirely straight lines without a single NURBS curve.
I know that I have never actually created anything for the game despite numerous false starts, but this project has captured my interest like none of the others I have tried. With any luck and some work (hopefully some help) it will actually be taken to completion.
Progress will be slow. I am very busy in my everyday life, but I will work on this at least a little each week. I plan to finish this model even if Diedel is no longer interested in implementing a 3d cockpit, just for my own satisfaction.
There are many things I don't know, and I might ask many questions as I move farther along.
1. Mesh modelling. This shouldn't be to much of a problem because I have built the model for simple conversion, but I have only ever used solid modelling, which is essentially drafting, Autocad style, in 3d.
2. UV mapping. I understand the principle but I have never done it.
3. Texturing. Again I get the idea but I have no clue how to actually do it.
4. Anything related to implementing the model into a game: submodels, sizing, animated textures for monitors, etc.
5. All of the many other things that I don't even know that i don't know.
at the moment I have two specific questions.
First, will D2xxl support quads in a mesh?
Second, is the perspective view that I built the model from even close to the camera angle that Descent uses?
Wish me luck!3d Ver1
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