aldo wrote:The same cockpit design simply doesn't work for different ships, though - it's too messy.
The way it's usually 'merged' with the hull is just to stretch polygons till it fits - that's messy. What I've been doing is to take the 'core' of the cockpit and build it into the surroundings. Have a look at the interiors of the loki or (I think) the zeus. The cockpit core mesh is the same but it looks built in rather than stretched into size.
It's not as good as having custom cockpit designs for each and every fighter, but I figure that for the external model you just don't need that. As I said though - for the internal 'proper' cockpit models we can go crazy over time and make as many variants for individual fighters/bombers as we like.
BlackEye wrote:I have also just found that the Wing Commnader Saga team have started developing 3d cockpits. On the recent news posts on the website, they have released a preview image of a cockpit for their Longbow fighter. Its got model file and two mapping layers. Worthy investigating.
Err, I think you're missing the point here. I built this cockpit model in this thread for the eventual development of a proper internal cockpit system. That system simply does not exist yet, though parts of it do.
Currently thanks to WMC we can plonk an entry in the ships table to tell the game which cockpit model to use and what offset it should have, and it will render (imperfectly) instead of the old 'show ship' method.
Swifty has now allowed us to make use of a kind of advanced cockpit slewing which can keep certain HUD elements stationary relative to the ship while the view can look around with TrackIR which will be very useful for stuff that can't be rendered to a texture.
Samuel is recoding the HUD_Objects table to allow far better flexibility in the HUD elements.
Finally Taylor is fixing up the Render To Texture code that will allow us to draw elements onto a texture that can then be applied to faces on models such as the one in this thread.