[MOD] Shawn's Cockpit Mod v1.5 for X3TC feat. Weazel
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This looks great! I've often wondered how possible a cockpit mod would be with dynamic displays. I'm very much looking forward to further development of this concept. In particular, I'm wondering if it's possible to have unique cockpit designs for each individual ship? It'd be fantastic to have slightly different designs for each of the different races' ships.
I'll definitely give it a go when I reinstall for 2.1.
I'll definitely give it a go when I reinstall for 2.1.
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I just spent a few hours flying around in my M4 with this cockpit mod installed. IT IS AMAZING. I didn't expect such a big change in the "feel" of the game but it's a very large improvement IMO. I have a few questions and suggestions though.
- The little "video window" displayed in the cockpit stays there until another video window is shown or I change sector. Video window also includes the little holographic displays for products and whatnot.
- Some textures appear a little bit stretched and stuff, and displaying ship health in numeric form (rather than the bars) makes the cockpit displays of player and target health go into numeric mode too, and they're unreadable.
- Sometimes parts of the cockpit's textures flicker for me, particularly on the M4 Cockpit's speed display. This (i'm fairly sure) is caused by 2 3d planes being put in exactly the same place. I had this issue when I was making maps for Source engine games - If 2 objects have a face in exactly the same place, the texture flickers between the 2 objects' textures.
Other than these, it's a really amazing addition to the game, and IMO adds heaps of immersion value. I'm looking forward very much to the "Bridge Modul Manufacturing", and while I have no experience making mods for this game, I'd be willing to help with any aspect that I can. I suppose if you're looking for any kind of texture art, I can help in that area.
- The little "video window" displayed in the cockpit stays there until another video window is shown or I change sector. Video window also includes the little holographic displays for products and whatnot.
- Some textures appear a little bit stretched and stuff, and displaying ship health in numeric form (rather than the bars) makes the cockpit displays of player and target health go into numeric mode too, and they're unreadable.
- Sometimes parts of the cockpit's textures flicker for me, particularly on the M4 Cockpit's speed display. This (i'm fairly sure) is caused by 2 3d planes being put in exactly the same place. I had this issue when I was making maps for Source engine games - If 2 objects have a face in exactly the same place, the texture flickers between the 2 objects' textures.
Other than these, it's a really amazing addition to the game, and IMO adds heaps of immersion value. I'm looking forward very much to the "Bridge Modul Manufacturing", and while I have no experience making mods for this game, I'd be willing to help with any aspect that I can. I suppose if you're looking for any kind of texture art, I can help in that area.
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Big thanks for your encouragements and informations about bugs or other flaws.
[ external image ]
I just updated the Capital Ship CP (M1,M2)
- Optmimized displays
- Animated textures are now self illuminated.
- Radar is visible again without to be light up.
- textur failures seems to be fixed.
An Update is coming in few days.
[ external image ]
I just updated the Capital Ship CP (M1,M2)
- Optmimized displays
- Animated textures are now self illuminated.
- Radar is visible again without to be light up.
- textur failures seems to be fixed.
An Update is coming in few days.

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Good job! I cant wait to see this improve, it's already looking cool. Love the way the M6 looks, how it shakes when you push the throttle. Awesome.
Notes:
Textures pop in and out a lot for me, not the dynamic ones but the regular metal bits that make up the cockpit structure.
A lot of the dynamic textures are stretched out / low res in appearance for me (1920x1080).
No cockpits for my VIDAR or SCIMITARs
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Notes:
Textures pop in and out a lot for me, not the dynamic ones but the regular metal bits that make up the cockpit structure.
A lot of the dynamic textures are stretched out / low res in appearance for me (1920x1080).
No cockpits for my VIDAR or SCIMITARs
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Website is on work, please be patient 
[ external image ]
Changes:
- add displays for weapons
- removed HUD elements that now shown in the CP displays (i will offer that optional)
I have still problems to add the animated textures, got CTD
i will testing whats wrong ...

[ external image ]
Changes:
- add displays for weapons
- removed HUD elements that now shown in the CP displays (i will offer that optional)
I have still problems to add the animated textures, got CTD

i will testing whats wrong ...
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The same with me, but nevertheless it is still great to see cockpits in TC.Shawn wrote:I see...DJSfinx wrote:Let me download this immediately while drooling over those screenshots... can't wait to see the cockpit of my Panther & Tigers
EDIT: Hmm, this doesn't exactly look like I hoped:[...]
I'm afraid this depends on the dynamic displays. It is really very difficult to get these displays working. Obviously it will not work correctly. Well, I guess have to apologise. Maybe you can use the old Version 1.4 for the moment. It's without the dynamic displays, but also without these texture- and graphic-errors. Like I said, we are working on it. And again: I'm so sorry guys.
[ external image ](Old version 1.4 without the dynamic cockpit displays.)
Shame on me!
Shawn
Weazel, you kick *ss

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Remember that the displays in the CP have a poor quality in the fonts, for me its not important to read this informations, but someone will be annoyed of this, thats why i will offer this as a bonus mod.Bubbinska wrote:- removed HUD elements that now shown in the CP displays (i will offer that optional)
that's what I want to see! fantastic. I was worried for a while that based on my observation of the dynamic HUD it would require the HUD elements to be present anyway. I'm glad that's not the case.

I suppose that you have experience in 3d max, than it´s very easy...s9ilent wrote:I don't suppose you can put up a tutorial (or a link to somewhere) where I can learn how to make dynamic displays?
in "objects/effects/menugfx" you can find the objects for the HUD, pic up the materials and save it in your materiallibary. You will need to make screenshots from the HUD elements, because there doesn´t exist bitmaps from the used jpgs oder dds. you must make them yourself. you will need them to exactly fit the bitmaps on the faces. thats all, no black magic, no blood sacrifice, no mysticism thing, just poor 3d Voodoo

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I wonder if there's a way to modify the HUD as part of this mod, so the fonts are smoother? (ie. larger font size, downscaled so they don't look so blocky)-[e1337e.weazel]- wrote:Remember that the displays in the CP have a poor quality in the fonts, for me its not important to read this informations, but someone will be annoyed of this, thats why i will offer this as a bonus mod.Bubbinska wrote:- removed HUD elements that now shown in the CP displays (i will offer that optional)
that's what I want to see! fantastic. I was worried for a while that based on my observation of the dynamic HUD it would require the HUD elements to be present anyway. I'm glad that's not the case.
Regardless, that new screenshot is fantastic. As for the radar, I have an idea - what about a "holographic" display? Similar to those translucent screens you've got, make a very thin, nearly-invisible square coming up from the gravidar board, and display the dynamic info on that? I'm just guessing here since this is mostly beyond my understanding

*edit* an example image:
[ external image ]
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