unable to use a cockpit

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etheral walker
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unable to use a cockpit

Post by etheral walker »

hello, could a develloper check my file?
find it on jerome.desbordes.free.fr/confed ,it is the tarball
I see dead polygons....
etheral walker
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Post by etheral walker »

found the problem...
</Material>
</Mesh>
at the end of the file
I see dead polygons....
pontiac
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Post by pontiac »

etheral walker wrote:found the problem...
</Material>
</Mesh>
at the end of the file
Just looked at the file:
renamed to cockpitsimplifie.xmesh.xml -> easy check in mozilla

Code: Select all

XML Parsing Error: no element found
Location: file:///H:/test/etheral/cockpit.tar/cockpit/bomberj-cockpit.cpt/cockpitsimplifie.xmesh.xml
Line Number 3269, Column 1:
That means exactly what you wrote in your post (it is pointig to the end of the file):
the end tags are lost.

did my plugin forgot this, or how did you do the file (simplified???)

How does it look in VS?

Pontiac
etheral walker
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Post by etheral walker »

the problem is fromù your plugin :)
the cockpit has has a problem; 2 bad vertices:
I tried with many models, same problem each time.
I'm actully working on the interior of a base ship. I created a ship unable to roll left and right, but with a human form. It can then walk in the "cockpit", but can I made it interact with objects?
EG: I got a walking perso on the controller bridge of a big straship, can I take the control of a computer to pilot this ship?

PS: I posted a low poly version of a fighter on my ftp
Image
Image
I see dead polygons....
pontiac
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Post by pontiac »

etheral walker wrote:the problem is fromù your plugin :)
the cockpit has has a problem; 2 bad vertices:
I tried with many models, same problem each time.
:?: Which version of my plugin do you use?
i tried to export the wings file (cockpitsimplifie.wings) and had no problems (all tags are complete).
Please look if you have Cockpit export in the export options activated (this does not work, see here)
The plugin can not export a functional cockpit right now.
You can only use it for ship geometry.
Sorry, but it's some creepy work to implement this and will last some time.
I'm actully working on the interior of a base ship. I created a ship unable to roll left and right, but with a human form. It can then walk in the "cockpit", but can I made it interact with objects?
EG: I got a walking perso on the controller bridge of a big straship, can I take the control of a computer to pilot this ship?
I don't think this is possible with vegastrike (yet).
PS: I posted a low poly version of a fighter on my ftp]
i like your ships better and better 8)
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Post by etheral walker »

I'm texturing 3 new ships ( a scout, a "2 players in the same ship" escorter and an heavy bomber, slow, easy to kill, but not good to have near your base :) :)
:)
I didn't used the special function for cockpit wings, I studied an old one an modified an old one.
Currently working on a complete race, something like former army who was big in the past, guided by honor, but know outdated but powerfull (something like huge firepower but electronics really crapy)
Personnaly think it will rock. Not really fond of creating a mod, as far as I'm fond of actual content, but do think people don't exploit all possibilities.
example: I moddeled the interior of a big starship, a ship unable to roll, and a mission where this "ship" in located in this interior: quake 3 might fuck, I don't care, I got vegastrike :)

For this the only problem "docking" on a computer to take the control of the ship, or trading.

PS: my ftp is updated after each big modification :D :D :D :D :D :D
I see dead polygons....
etheral walker
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Post by etheral walker »

futur cockpit
Image
I see dead polygons....
Duality
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Post by Duality »

Is The eyeball view is where the center of the axis is??
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Post by hurleybird »

Looking good! textures look a little low-res but thats my only point of criticizim. It would be really cool to have cockpits where you could look all around the cockpit (using camera). This would be awesome for cap-ships :D .

How many cockpits are you going to do anyhow? Are you planning to do seperate cockpits for side/back/turret view as well? that would be really cool.
etheral walker
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Post by etheral walker »

for "low res textures", I experience many problems with wings, seems to be unable to map correctly 2048*2048 images, even with the last ouindoz version.
for the cockpits, many are work in progress
I see dead polygons....
etheral walker
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Post by etheral walker »

I have a turet cockpit (look like ww2 machine gunner place,a spheric iron cage, but more "spacy" and waiting for vwep project to provide the guns), a capital ship interior (maybe assume to drive it like a little fighter, but with huge inertia, many turrets and a main gun with a very long init sequence), a little bomber cockpit, more round that the screenshot I posted. I will publish them as soon as they are ok (texture+models) and ready to use.
I see dead polygons....
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Post by hurleybird »

The work you are doing really sounds great. Hopefully we will have a lot of cool new cockpits before 0.4! 8)
etheral walker
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Post by etheral walker »

you will have them, it's only a question of days now ;)
will try this week end to redo cockpits of already present best ships :wink:
I see dead polygons....
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Post by hurleybird »

I'm sure that everyone here appreciates your efforts. I do. I cant wait to get my hands on some decent cockpits. Now if we just had a new HUD to go with it...
etheral walker
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Post by etheral walker »

yep, redoing huds maybe interesting, I saw some posts on this topic. By writing the post on voice system, I asked myself if it is really necessary to have on screen communication and mission log. Maybe those informations should be stored in a journal, accessible by the same way as the map?
I see dead polygons....
etheral walker
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Post by etheral walker »

just a question to devellopers, who have made actual cockpits, and to those persons, how had you exported them with actual wings's plugin limitation regardings bsp
I see dead polygons....
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Post by hellcatv »

we made sure that no matter which way the polygons were drawn, the "right" one would be in teh front

i.e. from the viewing location of the head, no polygons were overlapping :-)
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etheral walker
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Post by etheral walker »

damn, it's really difficult with "high" poly cockpits ;)
You can assume to have many cockpits ready when the export plugin will be fonctionnal for cockpits. I just finished 3 new rlaan ones, for my personnal faction I got 5, and working on new turrets ones
I see dead polygons....
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