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