Reworked dynamic cockpits
Reworked dynamic cockpits
- sedenion
- Posts: 78
- Joined: Tue Feb 26, 2019 10:36 am
Hi,
I come here with some new/reworked dynamic cockpits. At the very beginning I just wanted to slightly modify some sprites that are barely readable, very stretched, over or under sized. But finally, I ended by made a massive rework of some cockpits to harmonize visuals. In addition, I created an harmonized and standardized "dammage" and "effects" animation sets, quicker to setup and providing a same-looking effects for all cockpits.
My main goal was to make a better looking and more unified design for dynamic elements, so each key gameplay element (shield, speed, missiles, countermeasures, etc) are easy to identify and recognize in each cockpit with a standardised symbology.
Except for the B-Wing that is enterly new, the X-Wing and Y-wing cockpit are based on the original ones, but are now almost enterly redonne (90% of models and textures are replaced), the A-Wing however, that I took as standard at the begining, remain almost unchanged except for dynamic elements, damage effects and hologram placement.
My next goal is to recreate a Z-95 cockpit, and finaly, YT-1300 and the "Otana", to complete all cockpit used in the solo campaing.
Notice that, I made this in first stage for strict personnal usage (as my first attempt to provide my work here were, a bit chaotic). I know other projects, more ambitious are on the way, anyway I share you my work for who is intersted. You are free to use and modify any part as you want.
Some technical details and advices:
The A-Wing cockpit POV was modified to a custome one in the ini.file. I also created additional mesh for B-Wing that must be defined as S-foil... So if you want to test these cockpit, make sure you also replace ce .ini files.
All dynamic elements are meshes with precisely adjusted UV coordinates on the "caputred" HUD textures to get the right color sample or to keep the correct aspect ratio of textual elements. The UV precision is especially true for the shields and beam weapon indicators which are actually complex meshes with very precisely adjusted coordinates. The current UV coordinates are "calibrated" for the default HD wide screen setup of the XWAU pack : English version 1920x1080 screen and HUD ratio of 1.44 with DDraw rendered verdana font. I specify English version because in other language, as Speed for example is translated to "Vit." the text alignment changes. This should be precise, as if you apply another language, some text sprites (speed, name and time) are totally messed-up. However, this can be easily corrected via the dynamic cockpit definitions files, by slighly shifting coordinate to left or right.
I do not have tested Diegenic feature, sinc I don't find how to use it. However, I made my best to keep some key diegenic features as in the previous cockpits. I also don't possess VR goggle, these cockpit are theoretically ready for, but are rather designed for standar screen gameplay.
The cockpit "packs" (Includes "flightmodels" opt and ini file, dedicated effects dat file, Material and Dynamic Cockpit definitions files) :
http://www.dest1.org/xwa/DC_Awing.rar
http://www.dest1.org/xwa/DC_Bwing.rar
http://www.dest1.org/xwa/DC_Xwing.rar
http://www.dest1.org/xwa/DC_Ywing.rar
The common effects and damage dat files, needed for all cockpit:
http://www.dest1.org/xwa/Common_Effects.rar
And some screenshots:
Some technical details for curious people:
The Shield view and Beam view are actually complexe meshes with precisely adjusted UV coordinates
I come here with some new/reworked dynamic cockpits. At the very beginning I just wanted to slightly modify some sprites that are barely readable, very stretched, over or under sized. But finally, I ended by made a massive rework of some cockpits to harmonize visuals. In addition, I created an harmonized and standardized "dammage" and "effects" animation sets, quicker to setup and providing a same-looking effects for all cockpits.
My main goal was to make a better looking and more unified design for dynamic elements, so each key gameplay element (shield, speed, missiles, countermeasures, etc) are easy to identify and recognize in each cockpit with a standardised symbology.
Except for the B-Wing that is enterly new, the X-Wing and Y-wing cockpit are based on the original ones, but are now almost enterly redonne (90% of models and textures are replaced), the A-Wing however, that I took as standard at the begining, remain almost unchanged except for dynamic elements, damage effects and hologram placement.
My next goal is to recreate a Z-95 cockpit, and finaly, YT-1300 and the "Otana", to complete all cockpit used in the solo campaing.
Notice that, I made this in first stage for strict personnal usage (as my first attempt to provide my work here were, a bit chaotic). I know other projects, more ambitious are on the way, anyway I share you my work for who is intersted. You are free to use and modify any part as you want.
Some technical details and advices:
The A-Wing cockpit POV was modified to a custome one in the ini.file. I also created additional mesh for B-Wing that must be defined as S-foil... So if you want to test these cockpit, make sure you also replace ce .ini files.
All dynamic elements are meshes with precisely adjusted UV coordinates on the "caputred" HUD textures to get the right color sample or to keep the correct aspect ratio of textual elements. The UV precision is especially true for the shields and beam weapon indicators which are actually complex meshes with very precisely adjusted coordinates. The current UV coordinates are "calibrated" for the default HD wide screen setup of the XWAU pack : English version 1920x1080 screen and HUD ratio of 1.44 with DDraw rendered verdana font. I specify English version because in other language, as Speed for example is translated to "Vit." the text alignment changes. This should be precise, as if you apply another language, some text sprites (speed, name and time) are totally messed-up. However, this can be easily corrected via the dynamic cockpit definitions files, by slighly shifting coordinate to left or right.
I do not have tested Diegenic feature, sinc I don't find how to use it. However, I made my best to keep some key diegenic features as in the previous cockpits. I also don't possess VR goggle, these cockpit are theoretically ready for, but are rather designed for standar screen gameplay.
The cockpit "packs" (Includes "flightmodels" opt and ini file, dedicated effects dat file, Material and Dynamic Cockpit definitions files) :
http://www.dest1.org/xwa/DC_Awing.rar
http://www.dest1.org/xwa/DC_Bwing.rar
http://www.dest1.org/xwa/DC_Xwing.rar
http://www.dest1.org/xwa/DC_Ywing.rar
The common effects and damage dat files, needed for all cockpit:
http://www.dest1.org/xwa/Common_Effects.rar
And some screenshots:
Some technical details for curious people:
The Shield view and Beam view are actually complexe meshes with precisely adjusted UV coordinates
Last edited by sedenion on Thu Mar 23, 2023 9:03 am, edited 1 time in total.
- Ace Antilles
- Posts: 7923
- Joined: Sat Jan 22, 2000 12:01 am
- Contact:
Thank you very much for sharing your work
Is that a targeting computer on the side of the Y-wing? Very nice.
Is that a targeting computer on the side of the Y-wing? Very nice.
- sedenion
- Posts: 78
- Joined: Tue Feb 26, 2019 10:36 am
Yes, however this is mostly cosmetic, the screen background only replicate front sensor. The current Y-wing from XWAU pack already had it, but I remodeled one that better fit the historical movies (especially episode IV). It still interpretative however since there is actually few available data except movies.Ace Antilles wrote: ↑Tue Mar 21, 2023 1:37 pmIs that a targeting computer on the side of the Y-wing?
-
- Posts: 1170
- Joined: Mon Apr 05, 2004 11:01 pm
Great job. Would be interesting to see your take on the Lambda and Escort shuttle cockpits.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
-
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- Joined: Sun May 05, 2002 11:01 pm
- Contact:
Excellent work!
Thank you for sharing.
I love what you did with cockpits. B-wing is cool!
Looking forward to other campaing flyable crafts cockpits.
Thank you for sharing.
I love what you did with cockpits. B-wing is cool!
Looking forward to other campaing flyable crafts cockpits.
-
- Posts: 8
- Joined: Wed Feb 09, 2022 8:48 pm
Nice work on these! The standardized elements really do help a lot from a gameplay standpoint. If I had a small complaint, it's that the Y-Wing's holograms look a bit off at first, should probably be a bit more to the center. Other than that, looking forward to more!
- Forceflow
- Posts: 7219
- Joined: Wed Oct 20, 1999 11:01 pm
- Contact:
Those are looking great. I haven't had a chance to check them out in-depth but the screenshots look great!
Murphy was an optimist! I am a pessimist!
And always remember that a smile is cheaper than a bullet! (District 9)
Webmaster of the X-Wing Alliance Upgrade Project
And always remember that a smile is cheaper than a bullet! (District 9)
Webmaster of the X-Wing Alliance Upgrade Project
- Rookie_One1
- Posts: 1657
- Joined: Thu Feb 26, 2004 12:01 am
IMO only the B-Wing look weird, taht said I admit having a preference for the one we see in the Rebel Assault 2 demo
https://www.youtube.com/watch?v=A-5HjWzr8nU
https://www.youtube.com/watch?v=A-5HjWzr8nU
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- sedenion
- Posts: 78
- Joined: Tue Feb 26, 2019 10:36 am
I havn't found any reliable source for B-Wing cockpit, except the rear view which for exist some footages for ROTJ (not used in the movie)... My inspiration source, which is apparently the same as Star Wars: Squadrons designer, is the BABDAI model kit...Rookie_One1 wrote: ↑Thu Mar 23, 2023 1:58 pmIMO only the B-Wing look weird, taht said I admit having a preference for the one we see in the Rebel Assault 2 demo
https://www.youtube.com/watch?v=A-5HjWzr8nU
- Rookie_One1
- Posts: 1657
- Joined: Thu Feb 26, 2004 12:01 am
understandable, I don'T blame you for that, it's just a personal preference I have
Rookie One, is that you?? - Ru Merleen, Rebel Spy at Imdaar Alpha
Current Holder of the Frying Pan of Death
Current Holder of the Frying Pan of Death
- DTM
- Posts: 2120
- Joined: Tue Apr 22, 2003 11:01 pm
- Contact:
Great work! Thanks for sharing!!!
I will study these cockpits. I'm always on the move to find new ways to create dynamic cockpits!
I will study these cockpits. I'm always on the move to find new ways to create dynamic cockpits!
- Driftwood
- Posts: 2174
- Joined: Wed Oct 22, 2003 11:01 pm
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Though these look great, I think it'd be even more amazing if you directed your talents towards updating craft cockpits that do not currently have this feature!
- Will T
- Posts: 1371
- Joined: Thu Aug 19, 2004 11:01 pm
Hey sedonion, is there any chance you could re-upload the cockpits you've done so far? They look great, and I'd love to try them out.
The links aren't working for me.
The links aren't working for me.
Formerly known as The 95 Headhunter
- sedenion
- Posts: 78
- Joined: Tue Feb 26, 2019 10:36 am
The links are still valid, I guess the problem is that you use an evil and overly paranoïd web browser such as Microsoft Edge that block the download because links are not in HTTPS form... try replacing http by https in the link. Anyway, if you use Edge, I recommand you to use another web browser (by default, try to avoid Microsoft products as most as possible, including Windows).
- Ace Antilles
- Posts: 7923
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They work for me in Edge. Just have to press Keep.
Or yes they work by making it https
Or yes they work by making it https
- Will T
- Posts: 1371
- Joined: Thu Aug 19, 2004 11:01 pm
I use Chrome, but yeah the https thing did it. Thanks!sedenion wrote: ↑Wed Jun 21, 2023 2:31 pmThe links are still valid, I guess the problem is that you use an evil and overly paranoïd web browser such as Microsoft Edge that block the download because links are not in HTTPS form... try replacing http by https in the link. Anyway, if you use Edge, I recommand you to use another web browser (by default, try to avoid Microsoft products as most as possible, including Windows).
Formerly known as The 95 Headhunter
- Trevor
- Posts: 541
- Joined: Thu Dec 04, 2014 7:11 pm
Edge == chrome
at least since 18.xx which was the last based on Spartan which in turn was based on trident.
Trev
at least since 18.xx which was the last based on Spartan which in turn was based on trident.
Trev
- sedenion
- Posts: 78
- Joined: Tue Feb 26, 2019 10:36 am
Edge is based on Chromium (which is not Chrome), but comes with a lot of typical Microsoft stuff interacting with Windows services, like, you know... typical Microsoft stuff... same as Google stuff, but even worst.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- sedenion
- Posts: 78
- Joined: Tue Feb 26, 2019 10:36 am
At minima via SmartScreen, but, like all Microsoft product now, also let you evolve in a highly deceptive environment (illusion of security, appeal to conformity) training your mind to accept restrictions, mandatory updates or other features (telemetry, cloud, etc) in the name of your security or to make your life easyer. The social engineering is strong with Microsoft. (Ironically, I see in wikipedia that SmartScreen pretend to protect people from the nasty social engineering of little scammers, they never talk you about the huge social engineering done by huge scammers)