#4557143 - 02/22/21 12:35 AM
Re: Hi Res Instrument!
[Re: Crashin' Jack]
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Joined: Oct 2003
Posts: 3,133
Crashin' Jack
Cockpit Connoisseur
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Cockpit Connoisseur
Senior Member
Joined: Oct 2003
Posts: 3,133
Illinois, USA
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Thanks for the compliments, guys, it's a ways off before we can release anything but I started working on this in 2007! I would get frustrated and put it away for awhile, and come back to it. Sometimes you get so wrapped up in something you can't see that what you need is right in front of you. We have had the nice gauges since I started working on this, but all the needles were bunched up on only a few gauges. The problem was figuring out how to make the game see that. Mr. Jelly was kind enough to point to an unsigned byte, that was literally where i was always starting from. I turned it into a Long word of 4 bytes, now I'm off and running! Thanks Tony!!
By the way, ALL the gauges you see are handmade in Photoshop by me. I've tried using pictures of real gauges, but they are never at quite the right angle, and the glass reflects, etc. I've tried taking them from other games, too, but your perspective on them in a screen shot makes them oval, so when you use them you have to distort them and soon you are giving up clarity. I have been making gauges, all from studying photos of real gauges, and I have quite a few, I can do any German or British cockpit, most of any Russian, a lot of Japanese, and I have a handful of American. I have blanks available for those that want to try their hand, but Photoshop is definitely needed for my techniques. But the gauges I do have can easily be inserted by anyone that's done a skin. I have written several tutorials back in the day, including an illustrated one in these pages (recently had to remove the pictures from the online storage, but still have them!) and I would be glad to help anyone learn!
So, for Ray's questions:
1. There was an argument a long time ago about adding this feature. A couple of things I recall are that the extreme angle can cause rendering issues; to be sure, the panels were visible at times, that's why they were commonly painted with anti-glare paint; during most of a flight, the seat was likely set down a bit so the pilot had more headroom, to be raised as the pilot approached combat (I think Ralf was looking for a way to integrate this). If you were going to add it, I would suggest trying the P.3dz first, all that's on it is the prop, and it's already hard coded in the right spot.
2. All the bullet holes are available in the Cockpit Editor download as separate sprites. They were originally used with the 2D cockpits, which were static, and could easily be layered on the screen. There is code that was not implemented to add it to 3d cockpits, but no one has been able to make it work including the original coders of the game. I think some progress was made on the oil, I recall doing some test, but I think that all left with Wudy.
3. ABSOLUTELY! PLEASE !! More than happy to show you the ropes!!
Cheers mates,
CJ
"Blasts from clustered R4M quartets in my snout And see these English planes go burn...." Blue Oyster Cult
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#4557180 - 02/22/21 12:17 PM
Re: Hi Res Instrument!
[Re: Crashin' Jack]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Jack,
I'm hesitant to add the cowl elements to the Y.3dz ( not the P.3dz) because:
1 - I'd have to run the new model through the dreaded R/S calculator, always to be avoided unless there's no other option. :-) I'd rather add a few piggyback elements to the existing cockpit halves, V.3dz and W.3dz.
2 - Each aircraft would need a custom interior prop. I don't think you've had time to look into what I've done with the interior and exterior spinning props in my aircraft inventory. Basically, I used Col. Gibbon's model ( 'cuz it's the one I prefer) to standardized how they look. Prior to this each model designer had a different idea about what they should look like. Now, at least in my inventory, about 95% of the props look the same giving a nice sense of continuity across the package.
Another very important feature of 1.6 is the new naming convention. Since all the plane parts have the same name within their individual folder, I can use the same interior prop model for a bunch of different planes. Less so for the exterior models, especially the inline engine planes, because I have to fit the nose cone of the prop to the front of the fuselage. but still a big help in time reduction.
I've got about 2 months of work to get the Russian plane set ready for release but then I can join you in this worthwhile effort.
Heck, even paranoids have enemies.
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#4557271 - 02/22/21 07:12 PM
Re: Hi Res Instrument!
[Re: Crashin' Jack]
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Joined: Oct 2003
Posts: 3,133
Crashin' Jack
Cockpit Connoisseur
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Cockpit Connoisseur
Senior Member
Joined: Oct 2003
Posts: 3,133
Illinois, USA
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Ray,
I only suggest whatever image the prop is on because it's largely blank other than the prop itself. We used to hand write the mods to the rendering sequence using converter18a.exe and a lot of paper and a tree like structure, lol those were NOT the days, so I feel your pain on that issue. It could also be added to the two cockpit sides easily enough, wouldn't need to be large, then just stretch out the wireframe to what's needed. For what it's worth, when I fly Cessnas I can't see a single inch of the cowl, but I'm only 5'6".
I took a look at a 109e I had grabbed at random, and it already had a cowl attached to the cockpit sides. It would be a simple matter to raise it to be seen, but it could be done another way. All cockpits have panels at the front representing the framework of the cockpit including the panel itself. It might be possible to add a "forced perspective" to the top of such an area.
Further food for thought: I took a quick tour through the UAW160Nov2020\Aircraft_Inventory folder, and out of 105 folders, only 12 had bmp images, and of these, only the "U" bmp was represented for cockpit views. That's ok, though, because any new p-51 cockpit for instance, could be added to ALL p-51 folders. Any wing views would be left to the author of the skin.
However, the V,W,X,Y and Z skins are all available, in 512x512 bmp, for making cockpits with a HIGH degree of detail. They are greatly underutilized.....AND because any cockpit 3dz is ONLY seen from one point and IT rotates around the viewpoint, rather than the viewpoint rotating around IT, the rendering sequence becomes very simple indeed, should you need to make one. The U and Y 3dz files are far under utilized as far as space goes, and I know you like your conformity, but it would be a shame to leave that space unused - perhaps your "generic" prop file would be a place to start, should the need arise?
But that's putting the cart before the horse. Even updating the X files ( I love that, working on the X files....) for the default cockpit types, and their currently associated files, will be a monumental task, best we get one working in full capacity before we run on to other tpcs and 3dzs. Then we can see if utilizing that extra space is worth it, or even needed.
Cheers,
CJ
"Blasts from clustered R4M quartets in my snout And see these English planes go burn...." Blue Oyster Cult
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#4557285 - 02/22/21 08:26 PM
Re: Hi Res Instrument!
[Re: Crashin' Jack]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Yes indeed, we're probably talking about a year's worth of work. Of course, we can have interim releases as we finish some of the cockpits.
To clears something up, those BMP's you are seeing in the inventory are of two distinct categories.
The first are all Iron Mike's work converted by me to function in 1.6. You can tell because they entail entire sections of the aircraft such as the wingview U.3dz.
My contribution to the effort was to modify how we use the BMP's, In my version all you see are flat panels with the add-on hard codes such as (D)30,(I)31,(J)32,(K)33,(O)34 and (Q)35. They are either squadron designations or nose art.
His are works of art dedicated to one particular model of one particular plane. Mine are more utilitarian in that I can easily use the same set up on different planes with very little modification.
Heck, even paranoids have enemies.
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#4557340 - 02/23/21 02:59 AM
Re: Hi Res Instrument!
[Re: Crashin' Jack]
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Joined: Oct 2003
Posts: 3,133
Crashin' Jack
Cockpit Connoisseur
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Cockpit Connoisseur
Senior Member
Joined: Oct 2003
Posts: 3,133
Illinois, USA
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cass, thanks ! I am recovering from shoulder surgery, and the other night was the first cocktails in a couple months. Modding EAW will make the time steal away!
I saw Mike's stuff great all around!! Not sure I saw your flat panels, Ray. I just did a quick jog through the files with a graphics program that just showed thumbnails for the bmp files, and I only did one folder. Just a quick peek to see if anyone had really gone to town on using the bmp system. Could you elaborate on your comment about the hard coding Ray?
In regard to releasing cockpits, the bmp files could go out, but at this point I'm unsure if the exe will need to be updated as well. I am currently chopping the heck out of the vcg file, and the cpt file associated with it may come into play as well. Jel is giving me some different ideas to investigate that may keep backward compatibility, but jury is still out.
"Blasts from clustered R4M quartets in my snout And see these English planes go burn...." Blue Oyster Cult
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#4557384 - 02/23/21 12:30 PM
Re: Hi Res Instrument!
[Re: Crashin' Jack]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Take a look at the B-26 in the ETO sub-folder and the A-20 in the SPAW sub-folder. I made a simple transparent (not textured) element and named it PLANED.3dz. I then mapped the element to some historically correct nose art I D/L'd from the internet. Next I added a hardpoint to the side of the nose of the main model and assigned it the correct hard code using 3dz Studio, in this case, 30. I then used the multi-skin option to make 15 more nose art elements, each with the name PLANE01D.3dz, PLANE02D.3dz, up to PLANE15D.3dz so that each plane in the squadron had individual nose art. In addition, you need the corresponding TPC AND BMP files using the same naming convention. I also used the same method to add individual serial numbers to the tail section. In that case, since there wasn't a need for extreme detail I didn't use BMP's, just one PCX/TPC file with 16 different serial numbers. Next I made another simple, one transparent element .3dz, named it PLANEO.3dz and mapped it to the first number on the PCX/TPC. Then I added a hardcode to the tail, assigned it as 34, for the O.3dz, and observed it in the game. With a bit of trial and error I was able to place the serial number and size it properly. Once satisfied, I copied the new O.3dz 15 times and changed the mapping of each one to a different one of the 16 serial numbers on the TPC/PCX. The next step was to repeat the whole process on the other side of the tail using a different hard code number and the corresponding element but using the same TPC/PCX file. One of the other benefits to using these small add-on 3dz's rather than entire sections of the plane is the reduced size of the files set for each plane Same for using TPC files rather than BMP files. I only use the BMP files for nose art since it needs more definition than the TPC file can provide. You wouldn't notice the difference with one plane in a set having all BMP files but if the set includes 1/2 of more with BMP files there is a noticeable slow down in load times when you start the game. In addition, the HD space for BMP's is significantly larger than for TPC files. Lastly, with the new naming convention in 1.6 I can use the same set of files on multiple planes with just a bit of adjustment for size and then changing the one PCX file by editing the numbers on that file. Brilliant really.
Heck, even paranoids have enemies.
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#4557484 - 02/24/21 02:40 AM
Re: Hi Res Instrument!
[Re: Rotton50]
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Joined: Feb 2007
Posts: 4,267
iron mike
Senior Member
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Senior Member
Joined: Feb 2007
Posts: 4,267
Maryland, USA
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Hi guys, My skins were made for EAW 1.28 and .29. The ones in 1.6 have been edited from original form removing texture panels and stuff like revolving prop hubs. Some folks didn't like the rotation rates in the games. I like them turning showing off the spirals and other patterns some of them carry. Also, in the original each skin set had unique wings with different wear, scuffs, oil leaks and gun smoke patterns. The ones with identical wings are some of the P-51D units, I didn't always give them the full Monty. Same can be said for the .tex panels with the props and prop hubs. Where there is variation but they were eliminated too. The reason I was given was to reduce the file sizes. I still prefer the original form but am glad they are being used. Ralf worked hard to make the flight models as good as they are, I did the same for my unit sets.Back in the day Franzee monitored my work with the Luftwaffe and gave me corrections. He insured they were accurate complete with werk number and squadron codes. I also had help from Peter Booth on RAF codes, serial numbers and paint schemes. Finally, there is a large choice of squadrons. They may not have "round wheels" but, they are historically accurate. And I corrected almost all of the element alignment errors that are still being passed on unless you start with one of my skins and its' model and go from there. . All in all, I like looking at my six and seeing my wing man's plane and the other members of the squadron and note the different markings on my opponents. https://SimHQ.com/forum/ubbthreads.php/topics/2902446/supermike-was-with-me#Post2902446 Now I will back off and go back to lurking...
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#4557489 - 02/24/21 03:24 AM
Re: Hi Res Instrument!
[Re: Crashin' Jack]
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Joined: Oct 2003
Posts: 3,133
Crashin' Jack
Cockpit Connoisseur
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Cockpit Connoisseur
Senior Member
Joined: Oct 2003
Posts: 3,133
Illinois, USA
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Thanks for the info, Mike. Scrolling through the images associated with your work is pretty awesome, a LOT of work into that, and thank you. I have some of your stuff set up in my 1.28e game, it's pretty cool to see your mates with different markings, especially when snapping a screenie. My work is focusing at the moment in the 1.28 environment because it's easy to throw files around for testing. If you fancy doing some painting, I'd like to convert the default V and W 3dz files to bmp quality. If you are interested, drop me a pm.
Cheers mate,
CJ
"Blasts from clustered R4M quartets in my snout And see these English planes go burn...." Blue Oyster Cult
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