[MOD] Better Cockpits v0.5

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jinkstjb
Posts: 7
Joined: Sun, 22. Jun 08, 22:43
x3ap

Noise overlay

Post by jinkstjb »

Have you looked into the "noise overlay" issue someone posted on nexus?
Screenshot!

I have the same problem, and while it's mildly annoying it wont make me go back to having 70% of the screen covered in useless brown :)
hosara
Posts: 55
Joined: Sun, 17. Nov 13, 13:48

Post by hosara »

Its intresting I downloaded the mod and read about it in a few forums BUT! I never found a description how this mod should work.

Sure there are screenshots that it will work somehow and a description how to in stall it... BUT! ... where is the description how to activate a cockpit view or to switch between the two views which should already be implemented ?

I didnt found any descriptions about that.

Maybe someone can explain me how to switch from standard cockpit to the free view version ?

Greetings
HSR
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Cyllie
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Post by Cyllie »

This mod is great!!!!

Since I feel I must add a criticism to such a great mod...

The weapon and especially the engine windows should probably have a black/black transparent background added to them if possible (placed in a miniwindow) so that you can see them on lighter backgrounds (such as planets etc)

Still....totally awesome mod...it even integrates with the in flight menu/map system nicely!

This mod combined with the one that removes fog makes the game much more playable....and pretty
strude
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Re: Noise overlay

Post by strude »

jinkstjb wrote:Have you looked into the "noise overlay" issue someone posted on nexus?
Screenshot!

I have the same problem, and while it's mildly annoying it wont make me go back to having 70% of the screen covered in useless brown :)
Just FYI, it also happens in the hud only version of the mod.
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astaldion
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Joined: Fri, 13. Jun 08, 21:53

Re: Noise overlay

Post by astaldion »

jinkstjb wrote:Have you looked into the "noise overlay" issue someone posted on nexus?
Screenshot!

I have the same problem, and while it's mildly annoying it wont make me go back to having 70% of the screen covered in useless brown :)
Not sure if this is the same issue, but i also had random noise on my screen without this mod and found a workaround:

http://forum.egosoft.com/viewtopic.php? ... highlight=
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nonnex
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Post by nonnex »

Hi,

it is easy to make the eventmonitor transparent too, see here:
http://s10.postimg.org/xz6v7kj4o/2013_11_25_00001.jpg

How to:
Create a material_library.xml with the following content and place it under ../extensions/BetterCockpit/library/material_library.xml

Code: Select all

<diff> 
	<replace sel="/materiallibrary/collection[@name='rendertarget']/material[@name='cockpit_eventmonitor']">
		<material name="cockpit_eventmonitor" shader="shaderfx\high\XU_simple_hdr_lum.fx" blendmode="screen" preview="none">
			<properties>
				<property type="BitMap" name="diffuse_map" preload="1" value="assets\fx\rendertargets\cockpit_eventmonitor-rendertarget"></property>
				<property type="Float" name="diffuseStr" value="1.75"></property>
			</properties>
		</material>
  </replace>
</diff> 


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strude
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Post by strude »

As another note, at the very start of the campaign, the black sections that make the weapon console appear blank are in the original position. Not a biggie, just for completeness.
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CommanderTM
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Joined: Mon, 20. May 13, 09:18
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Post by CommanderTM »

I just installed this mod... and you know what, my fps jumped 20 points :lol: Im not sure what happened, but im happy with it!!!!
exogenesis
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Post by exogenesis »

Great work!

I can see what I'm doing now with the minimal hud
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nonnex
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Post by nonnex »

It is also possible to put the detailmonitor in the front of view:
Like here:
http://s10.postimg.org/yhc656xug/2013_11_25_00002.jpg

Just got problems with the animations. once the detailmonitor is showing up, it won't close anymore, but I think this is a minor task to fix. Needs only some additional work.

units_player_cockpit_1.xml

Code: Select all

<replace sel="/components/component[@name='units_player_cockpit_1']/connections/connection[@name='Connection47']/offset">
		<offset>
			<position x="-1.960158E-03" y="-0.59457192" z="1.630829"/>
		</offset>
	</replace>
	

	<replace sel="/components/component[@name='units_player_cockpit_1']/connections/connection[@name='Connection48']/offset">
		<offset>
			<position x="-0.67" y="0.368" z="0.8"/>
			<quaternion qx="-0" qy="0" qz="-0" qw="0.1"/>
		</offset>
	</replace>
			
	<replace sel="/components/component[@name='units_player_cockpit_1']/connections/connection[@name='Connection49']/offset">
		<offset>
			<position x="-4.692674E-03" y="0.0409795" z="-6.492138E-03"/>
		</offset>
	</replace>
A good point to start with the animations should be in "\libraries\Animation_Sequences.xml"

I Haven't touched the animations or other related things to make an good working UI out of this and I have no plans to do it, because of lack of time. But if you (or someone else) is interested in this, feel free to use my both ideas ("Eventmonitor transparency" 4 posts above this and of course "this one") for your own work.

Good luck.


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Cyllie
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Re: Noise overlay

Post by Cyllie »

jinkstjb wrote:Have you looked into the "noise overlay" issue someone posted on nexus?
Screenshot!

I have the same problem, and while it's mildly annoying it wont make me go back to having 70% of the screen covered in useless brown :)
This only happens with scripted material....usually in campaign mode with story updates.
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Cyllie
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Joined: Sat, 16. Nov 13, 02:42

Post by Cyllie »

nonnex wrote:Hi,

it is easy to make the eventmonitor transparent too, see here:
http://s10.postimg.org/xz6v7kj4o/2013_11_25_00001.jpg

How to:
Create a material_library.xml with the following content and place it under ../extensions/BetterCockpit/library/material_library.xml

Code: Select all

<diff> 
	<replace sel="/materiallibrary/collection[@name='rendertarget']/material[@name='cockpit_eventmonitor']">
		<material name="cockpit_eventmonitor" shader="shaderfx\high\XU_simple_hdr_lum.fx" blendmode="screen" preview="none">
			<properties>
				<property type="BitMap" name="diffuse_map" preload="1" value="assets\fx\rendertargets\cockpit_eventmonitor-rendertarget"></property>
				<property type="Float" name="diffuseStr" value="1.75"></property>
			</properties>
		</material>
  </replace>
</diff> 
How about modifying the existing mod to make the cockpit objects such as weapons and flight speed less transparent....mostly because in certain areas you cannot read them do to things like an enormous sun in the background.
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Cyllie
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Joined: Sat, 16. Nov 13, 02:42

Post by Cyllie »

Gazz wrote:
AgentExeider wrote:But didn't the community just get over harping on bringing Cockpits back?? that the whole feel of the HUD in X3 and it's expansions, people kept saying "Bring Cockpits back, Bring Cockpits back."
It's always been only a part of the community.
Those who prefer a clear view didn't have a lot of reason to rant in X3. =)
I believe it was also meant as an option that you could swap to....it is nice sometimes to see a cockpit, but very annoying to have half your screen blocked during normal play.
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nonnex
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Post by nonnex »

Hm, You're right I have the same problem sometimes with bright backrounds. Will take a look into it on weekend, now im playing ;)
OlDav54
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Joined: Mon, 18. Nov 13, 00:31
xr

Post by OlDav54 »

Hey there,

I'm still working on the next version of the mod. I'm planning to release it by the end of this week. It won't be an installer, but a program that'll let you choose what parts of the cockpit you want to remove, and different HUD options.

For the transparent parts of the HUD, I looked into it, and it is a nice mix of render targets and LUA stuff. Modifying textures won't help, I tried.
X2return
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Joined: Sat, 19. Nov 05, 22:54
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Post by X2return »

Hi,
is there a way to get that MOD running in Window-mode?
Because of a second Monitor and the possibly fixed [Alt] + [Tab] Problem i prefer playing X Rebirth with fullscreen-mode turned off.
My resolution usually is 1920x1200 but if fullscreen-mode is turned of, the resolution jumps to "1904x1162" (no change possible).
The mod is installed and activated but no visible effect.

Thank you
X2return
OlDav54
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Joined: Mon, 18. Nov 13, 00:31
xr

Post by OlDav54 »

I will look into this X2return, but this is a very specific issue, so it might take some time before I add an option for windowed mode. Maybe try to deactivate your toolbar to gain some extra space.

Anyway, thanks to hhr's XMF to OBJ converter, I have been able to rebuild the cockpit in 3DSMax, and now modding the cockpit is MUCH more easier :D ! I am currently reworking the different pressets I made (positions and angles). I will try to upload a first version of the tool tomorrow, and then update it with new options.

A render of the cockpit :
[ external image ]
ALien8ed
Posts: 59
Joined: Thu, 26. Jan 06, 02:32
x4

Post by ALien8ed »

In relation to the cockpit and hud im curious whether anyone knows how to remove both the soft and mission target arrows. Am trying to remove the entire cockpit and hud so any info would be greatly appreciated.
skadog
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x3

Post by skadog »

Is it possible to shrink the info screen or make it semi transparent? It takes up allot of real-estate on the screen and not really providing much info.
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kuplo
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Post by kuplo »

Could somebody briefly explain to me how the coordinates work for each element that is left behind after the cockpit graphic is removed?

I'd really like to move a few things around to better suit my view of the screen.

Also, is it possible to shrink or enlarge the elements that are left on the screen in this mod?

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