Discuss the Wing Commander Series and find the latest information on the Wing Commander Universe privateer mod as well as the standalone mod Wasteland Incident project.
In preparation for the ships update/conversions I decided to capture all the cockpit screen shots from the various games (WC1, WC2, Priv, and WCA) This should be all of them. However one ships that I question is in a game is the Wraith in WC2. CIC reports the ship In the game, but I have yet to find any evidence of it.
Orion cockpit on the way. Armor, shield, fuel, energy gauges and radar are in place. Need to position the VDUs, sped indicators and on screen text, as well as finish the side and back views (easy since there are no gauges there)
To ease the creation, I made a small spreadsheet that does the calculations for xcent, ycent, width and height for the .cpt file. You feed it the coordinates (in pixels) of the element and it's dimensions in pixels and it spits back the numbers for the .cpt file. Maybe someday I'll write something that puts them in the .cpt file for you
Last edited by MamiyaOtaru on Mon Jun 14, 2004 10:46 pm, edited 1 time in total.
No, I didn't. They'd be pretty blocky if I did Upping 320*200 to 1024*768 can only be done so well LOL. If you can make them better though, go for it. They (improved graphics) can be dropped in pretty easily. Positioning instruments is the hard (well, time consuming) part
well, since there are multiple cockpits available, just have
a) blank cockpit (the line graphics open screen)
b) 2d texture cockpit, taken directly from the classic games
c) 3d cockpit, made to emulate the classics
mkruer wrote:What needs to happen is to make the cockpit a 3d model, then it wont matter.
Yeah, I was thinking that also. I've looked over all the cockpits and while pretty and nostalgic, they are very dated looking. This is understandable since they are dated coming from games that came out in the mid-90s.
Right now, the most pressing priority is getting this game from concept to alpha stage, so I am not complaining. I still play the original WC games from time to time with DosBox, so I can't hate them too bad.
Actually, the problem isn't so much that things look "chunky" as the fact that it just seems discongruous with the rest of the look. You have 12-points and then it jumps to this giant, blocky image that doesn't match with the rest of the look. Either make it all high-res or all low-res - mix and match doesn't work.
I hate how they don't match either. I just misunderstood you then as I tend to blame the 12 point font instead of the chunky one
I've been trying to figure out how to use a lower res font for the speed and set speed numbers but have had no luck so far. ie: I'd like to use a different front for them than I do for the VDUs. If this proves to be impossible, I'll get a better looking one for "set" and "kps"
So what is 9x12.bmp for? IIRC, that was the font formerly used for the speed numbers. Any way to get it back?
I'm pretty sure darkmage made the talons, someone correct me if I'm wrong
Naturally the first thing I did was mess with the high quality and anti aliasing font settings in vegastrike config. Setting high quality to true gave me an even smaller font and farked up the VDUs. The distance to target in the targeting view was only about 2/3ds the way down the VDU instead of at the bottom..
Thing is, I'm looking for lower quality fonts, not higher
And does a lot really need to be done to add bitmap fonts? Like I said earlier, I could swear 9x12.font was used for the font in earlier versions. But I wouldn't want it to be used for the VDU, so we'd need a way to specify the font per element like mkruer said. I could see that taking a bit of effort.