tercoc_double.dds
and
vcoc_double.dds
two textures, named to both distinguish them from the regular cockpits and inform you of their content.
17
It'd be subject to the detail box code because of the high/low detail cockpit system I've used on the uglies, zeus and loki - that was going in anyway.
I was commenting that because the terran and vasudan pilots would be a part of that same mesh, you would only see them when you're close enough to be able to see them - it's not to do with what the fredder must do to switch pilots.
About the texture, are you talking about using a different texture for the vasudan and the terran pilots themselves?
If so, you'd need at least 3 textures for that - one for the cockpit interior, one invisible and one for the pilots (assuming you map them to the same map - it would be easier to do it with 2, bringing the total to 4). At any time in game you'll have 3 textures loaded, which - even for the invisible one, is a performance drain.
What mapping everything to the 2 versions of the one alpha mapped texture means is that only one will be loaded in-game, and the rendering pipeline only needs to use that one texture to draw the whole cockpit.
Ease of use is the same - the fredder would just replace VasCockpit_Vas with VasCockpit_Ter or something. He wouldn't need to invisible-ise the vasudan and then de-invisibl-ise the terran. (Yeah, I like making words up.
)
I was commenting that because the terran and vasudan pilots would be a part of that same mesh, you would only see them when you're close enough to be able to see them - it's not to do with what the fredder must do to switch pilots.

About the texture, are you talking about using a different texture for the vasudan and the terran pilots themselves?
If so, you'd need at least 3 textures for that - one for the cockpit interior, one invisible and one for the pilots (assuming you map them to the same map - it would be easier to do it with 2, bringing the total to 4). At any time in game you'll have 3 textures loaded, which - even for the invisible one, is a performance drain.
What mapping everything to the 2 versions of the one alpha mapped texture means is that only one will be loaded in-game, and the rendering pipeline only needs to use that one texture to draw the whole cockpit.

Ease of use is the same - the fredder would just replace VasCockpit_Vas with VasCockpit_Ter or something. He wouldn't need to invisible-ise the vasudan and then de-invisibl-ise the terran. (Yeah, I like making words up.

19
Oh I see what you mean now.
Make the terran, vasudan and cockpit separate objects all mapped to the same texture. Default the terran to invisible, and then invisible-ise the vasudan and draw the terran when needed. Misunderstood you - my bad.
Yeah that'd work, and in fact that was my first thought on how to handle it.
However, it's still going to need 2 texture changes during rendering over 3 subobjects, which even when one of those textures is 'invisible' is going to be more of a performance drain than a single texture over a single subobject. It also needs 2 texture replacements in Fred as opposed to the one.
Anyway, I'll stop yapping and get on it once the valkyrie is out the door.
Incidentally, are you planning to work on any further HTL stuff?
Make the terran, vasudan and cockpit separate objects all mapped to the same texture. Default the terran to invisible, and then invisible-ise the vasudan and draw the terran when needed. Misunderstood you - my bad.

Yeah that'd work, and in fact that was my first thought on how to handle it.
However, it's still going to need 2 texture changes during rendering over 3 subobjects, which even when one of those textures is 'invisible' is going to be more of a performance drain than a single texture over a single subobject. It also needs 2 texture replacements in Fred as opposed to the one.
Anyway, I'll stop yapping and get on it once the valkyrie is out the door.
Incidentally, are you planning to work on any further HTL stuff?
25
I just wish there was some to report. 
I've been doing the terran cockpit for weeks in my free time since the start of this Uni semester, and now it's at the state where I can't go further with it, I've resumed work on the Valkyrie. The Horus is next on the list.
Finished the Valk's UV map last night, but since I now need to texture it, it'll be quite a while before I get around to the Horus I'm afraid.
I have been getting better and faster at texturing recently though, so maybe it won't take as long as it has in the past.

I've been doing the terran cockpit for weeks in my free time since the start of this Uni semester, and now it's at the state where I can't go further with it, I've resumed work on the Valkyrie. The Horus is next on the list.
Finished the Valk's UV map last night, but since I now need to texture it, it'll be quite a while before I get around to the Horus I'm afraid.
I have been getting better and faster at texturing recently though, so maybe it won't take as long as it has in the past.

28
I'm 100% certain that curiosity has been the root cause of the deaths of many, many people.
TI - Coming in 2011 - Promise!

"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T

"Everyone has to wear clothes, and if you don't, you get arrested!" - Mr. T