a cockpit i made, just for you guys

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strangelet
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a cockpit i made, just for you guys

Post by strangelet »

i think the 3-bar cockpit has gone on long enough, don't you?

here's a single seater. i'm working up a dual seater, then a small bridge, then a capship bridge.

Image
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strangelet
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Post by strangelet »

PS. get it HERE -

http://www.aqpm75.dsl.pipex.com/inputou ... ockpit.zip

.obj format (no .mtl , sorry guys) 3 maps, color, luma and specular @ 1024x

have fun :)
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Post by tiny paintings »

Gorgeous! As all your other stuff. *thumbs up!*
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Post by www2 »

look good
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Post by chuck_starchaser »

Absolutely Exquisite!

I say Vegastrike needs continuous head rotation, acceleration-related shifts of camera position, and target look-at mode, to take full advantage of finely detailed 3D cockpits like this one.
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Post by dandandaman »

Wow strangelet :-D

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Post by Anax »

whoa... that's friggin cool!

would there be a way of actually displaing relevant info on all those screens? something that's always irked me in space sims is all those cool displays that mean absolutely bugger-all. I guess i'm from the flight sim school where those guages should either be useful somehow or not there at all....
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Post by tiny paintings »

One question: how do you steer it? There's no flight stick or anything like it - maybe there's a more sophisticated way of steering this baby?

Looks über-cool anyways... and good inspiration for us medicore hobbyists. I wish I was that good!
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Post by klauss »

...
speechless
...

I'll see what I can do about internal lighting.
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Post by Zeog »

NICE!

about steering: It looks like you ride it like a bike and put your hands/tentacles/legs into those holes.
Alternatively those holes might contain a camera and projections system that project a hologram in front of you. You maneuvre you ship by gestures.
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Post by Anax »

Zeog wrote:NICE!

about steering: It looks like you ride it like a bike and put your hands/tentacles/legs into those holes.
Alternatively those holes might contain a camera and projections system that project a hologram in front of you. You maneuvre you ship by gestures.
Or just think really really hard :D
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Post by spiritplumber »

Ceeerazy. That kicks so much ass.
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Post by strangelet »

well the point is - in VS there's no cockpit animation so a perfectly motionless joystick would look dumb... also,the player doesnt really want to see the beautiful cockpit, so the camera will be positioned so that all those bits are just on the edge of the screen, getting maximum visibility.

as for displaying stuff on screens - devs, it's all up to you now :P
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Post by klauss »

strangelet wrote:also,the player doesnt really want to see the beautiful cockpit, so the camera will be positioned so that all those bits are just on the edge of the screen, getting maximum visibility.
I want to see a beautiful cockpit.
Anyway, there'll be padlock view soon, so there are ways of seeing all the beauty.

About putting things on screens... soon, perhaps.
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Post by chuck_starchaser »

Privateer/WCU uses screens already, not positioned in 3D, but at least the screen positions change with cockpit type; so half the code is there. As for target designator box, motion vector reticle, aiming carat, all those things, plus essential info displays, should be on a visor HUD, so that you can turn your head or look up and still see them.
What we really need is a "target look-at" mode, where your head automatically tracks the bogie, like in Strike Commander...
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Post by klauss »

chuck_starchaser wrote:What we really need is a "target look-at" mode, where your head automatically tracks the bogie, like in Strike Commander...
...padlock view...
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Post by chuck_starchaser »

Ah.. I wasn't familiar with the term... OH YESSSS!!!! :) :) :) :) :) :) :)
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Post by hurleybird »

Oh man, that looks awesome! Somehow it reminds me of doom 3...

Anyhow, I have an idea for you, theres a method that you can use to make it look as if the glass were fully modeled and realistic using only a few polygons. The trick is to create small structures where the glass would normally be heavily curved and cover these with a semi transparent texture. Descent 3 did this rather well.

If you want to see what I mean, I found some screenshots here but they are of rather poor quality.
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Post by Anax »

klauss wrote:
chuck_starchaser wrote:What we really need is a "target look-at" mode, where your head automatically tracks the bogie, like in Strike Commander...
...padlock view...
LOL!
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Post by jackS »

Dear Strangelet,

:):):):):):):):):):):):):)

Sincerely,

jackS, VS Minister of Information (despite the limited amount contained in the preceeding message ;-) )
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Post by strangelet »

why bother with glass. they'd all use polarised materials anyway to cancel cockpit glare (since there's nothing darker than space... except when i draw it. then its full of multicoloured clouds)

i have the canopy model (an offcut of the modelling process) and i can include it. it's ony another 200 poly or so.

anyway. i have to go play some keyboards in europe for a couple months. hopefully they have wireless broadband out there somewhere so i'll catch up soon. laters.
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Post by CubOfJudahsLion »

Your cockpit Ru|_3z. So does the rest of your stuff.
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Post by Duality »

I'm working on my own cockpit mesh for a ship I created(bliss) as well but it may not look good.

As for the cockpit, it looks good.
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Post by hav0x »

Bloody AWSOME! :)
just bloody awsome.
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Post by Culture20 »

strangelet wrote:why bother with glass.
Yeah, use variants of Aluminum Oxide instead: http://www.af.mil/news/story.asp?id=123012131
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