[MOD] New Cockpit Mod for X3TC (using Arkblade's and Imp's mods)
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err id say about 80-90% ofwhat your seeing are the original cockpits from x2. some have been edited slightly to increase the graphic option but overall no one has created completely new cockpit models that suit the new grafic engine of both XR and XTC. so pretty much what your seeing is just old cockpits slightly doine upamirite wrote:I don't go back that far in the X games history, so forgive me, but I'm getting all these cockpits mixed up. Who made the cockpits in the first group of screenshots in the OP? What about the bottom two? they look like a completely different (and better) style. And the old X2 cockpits... is that a third group of models floating around?

Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache 

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i am not sure, you want to see blowing stuff with electrical arcs, exploding seat with people on them jumping or trying to stop fire ? we are not in star trekStarthug wrote:Nice pits! I like the idea Lord_dakier came up with. Crew members in the bigger ships would be nice. In the future , maybe, someone can figure out damage effects when taking hull damage (inside and out), casualties of marines or crew.
That might ad that bit of realism we need in this game.
Great work! Keep it up.

edit : but i will install such thing at once
New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.
Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
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Unfortunately noLord_Dakier wrote:LiveAus will you be creating new cockpits as well after you have given all the ships cockpits?

As i said in the OP i'm not a modder, my file was only a subtitute to keep us going with cockpits until the real modders create new pits for every ship.
There are already some modders working on it, so i'm just going to see if i can get all the ships to use the standard and Imp's cockpits and wait for a Cockpit Mod to be released.
Argnu beef.. now with 30% less Boron!
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The Yaki Tenjin. I don't know about other ships as I don't have tried too many yet. Do the USC/ATF ships already have CP's?LiveAus wrote:Can you post wich ships haven't got a cockpit, so i can see what i can do about it?
BTW. Arkblade's Mod with IMP's cockpits seems to display more displays within the CP. I hope you can fix this as your CPs look a bit lifeless atm.
However, I'm glad you keep working on CP's. I really appreciate the effort of all the modders working on CPs.
Cockpits!
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Yes you do a real good and great works for all cokpits lovers (and we are lots of people i beleive)
and also yes if someone could help you to fix the animations it will be even more wonderfull
and also yes if someone could help you to fix the animations it will be even more wonderfull

New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.
Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
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Thanks for clearing that up chaps. I've seen some screens of sweet new cockpits floating around that someone has been working on, so I eagerly await those. I appreciate those IMP cockpits, but they are... lacking, to put it politely.
Actually I think those new cockpits were from a German thread, does anyone have a link to that so I can jer- er admire them?
Actually I think those new cockpits were from a German thread, does anyone have a link to that so I can jer- er admire them?
-TEVE
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?? I don't have such a folder. No jpg's or tga's anywhere?!galatei_tf wrote:Man, as I said already in another topic, all animations are working fine once you convert all jpg textures in tex folder to tga format, and remove jpgs.
I'd upload the package with working cockipts, though no gauges, but I can't because I don't have permission.

Edit: Meeh, found out myself. Mod manager....

thx
Cockpits!
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SieurNewT:
Animations are repeating strings of textures defined in Animations.txt. They only loop through a static set of images.
The gauges were a special animation defined as 65.jpg that was dynamically updated by the game engine. This texture is no longer being generated by the game engine, and shows up as blank. I assume that this texture was intentionally disabled to save processing time for other parts of the game engine, since this texture was not used anywhere in the game, as shipped.
However, new gauges can be made using the textures from the HUD itself. 16.jpg contains the info blocks for playership and target, as well as the text for SETA. 17.jpg contains the entire weapons block from the left side of the screen. With a little experimentation and UVmapping, cockpits could be modified to use parts of the existing HUD instrumentation.
Animations are repeating strings of textures defined in Animations.txt. They only loop through a static set of images.
The gauges were a special animation defined as 65.jpg that was dynamically updated by the game engine. This texture is no longer being generated by the game engine, and shows up as blank. I assume that this texture was intentionally disabled to save processing time for other parts of the game engine, since this texture was not used anywhere in the game, as shipped.
However, new gauges can be made using the textures from the HUD itself. 16.jpg contains the info blocks for playership and target, as well as the text for SETA. 17.jpg contains the entire weapons block from the left side of the screen. With a little experimentation and UVmapping, cockpits could be modified to use parts of the existing HUD instrumentation.
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Aftershock_81
Aftershock_81
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hello aftershock thanks for theses details i hope someone will play with theses and make a good suprise as it seems we have some hope to see all the things working at same time
New Config : Intel 8400 & 4Ghz , 4GB DRR2 on Asus P5Q Pro, ATI 4850 and Win XP 32 bits SP3.
Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
Old config AMD 64 3400 1Mo, MSI k8n neo plat, 7800 GS+ Bliss, 2 GB RAM 3200
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As perhpas someone know, we (Imp, Laux and me) working on a new CP Mod. Laux found out that the HUD gauges now effect objects.
http://www.e1337e.de/images/cp_test.jpg
The effect objects can be found in objects/effects/menugfx
In our new CPs all the funtionally indicates will work.
I import this effect object and use the material on the old CPs and it´s working.The gauges were a special animation defined as 65.jpg that was dynamically updated by the game engine. This texture is no longer being generated by the game engine, and shows up as blank. I assume that this texture was intentionally disabled to save processing time for other parts of the game engine, since this texture was not used anywhere in the game, as shipped.
However, new gauges can be made using the textures from the HUD itself. 16.jpg contains the info blocks for playership and target, as well as the text for SETA. 17.jpg contains the entire weapons block from the left side of the screen. With a little experimentation and UVmapping, cockpits could be modified to use parts of the existing HUD instrumentation.
http://www.e1337e.de/images/cp_test.jpg
The effect objects can be found in objects/effects/menugfx
In our new CPs all the funtionally indicates will work.
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