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 3D Cockpit model 
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Joined: 31 Mar 2008, 20:29
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Frustikus wrote:
Hey, sure ! Right now, the developer argues with himself, where he should place the coffee maschine in the cockpit. This discussion is in progress and will take some time :P


Lol, that reminds me of a running joke I had in D3 a while back about the "Phoenix Deluxe". It had a coffee machine, a DVD player, and a bunch of other random features I can't remember, but the key thing is that they were all activated by a bunch of big red buttons. (The default D3 suicide message is "player pushes the red button"). So the joke was I could never tell which button was which and thus kept pressing the one that blew up the ship (because I used to keep accidently killing myself in D3 games...)

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03 Nov 2010, 04:46
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Just thought I'd "bump" this and hopefully stir some action on it :D :D :D

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05 Dec 2010, 08:54
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Bump Bump! :roll:

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15 Jan 2011, 23:27
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still not working...i think everyone lost interest.


16 Jan 2011, 20:05
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I still have to specify the various sub models for the cockpit elements ... and I don't know whether MB is still interested in finishing this.

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16 Jan 2011, 20:41
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Spoke with him today and he is awaiting the specification for the submodels and yes, he wants to finish it but further work would have been useless without defined submodels.

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16 Jan 2011, 21:19
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Ok. We need the following submodels, which as before should be distinguished by model names.

Energy left, right ($energy-left, $energy-right)
Keys (red, gold, blue) ($key-red, $key-gold, $key-blue)
Monitor left, right (for rear views etc.) ($monitor-left, $monitor-blue)
Ship status ($ship-status)
Missile lock indicator ($lock-indicator)
Afterburner ($afterburner)
Bomb count ($bombcount)

These submodels need various textures.

Energy: texture with 100 frames showing the fill levels of the energy banks (probably a pain to make ...)
Afterburner: texture with let's say 20 frames showing the fill levels of the AB
Ship status: Should probably have two textures (base + overlay). Base is shield status (10 - 20 frames showing the status of the shield). Overlay is the ship icon.
Monitor: Will be rendered by D2X-XL.
Missile lock indicator: 2 frames (one showing unlit text "LOCK", other one showing text "LOCK" in red)
Keys: Each submodel will have a 2 frame texture (no key, properly colored key)
Bomb count: Will be rendered by D2X-XL (oh the pain ...)

Did I forget anything?

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16 Jan 2011, 22:03
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Hi,

you mentioned the "normal" signs and monitors within the cockpit. Maybe we should discuss whether we want the new cockpit to show more information, e.g. that it will show a complete weapon list and ammunition on one monitor by pressing a key. I would like to see the status of "cloaked" and "invulnerable" including a time count how long the use will last. Maybe there could be the possibilty to show the next mission goal and that the level builders are able to send text messages to the player at any point in the mission.

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16 Jan 2011, 23:09
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I foresee retractable displays and counters :drool:

Then again, programming the animation would be a pain, wouldn't it :(

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17 Jan 2011, 06:34
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While you are wetting the appetite, lets get the standard cockpit done first :D

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17 Jan 2011, 09:11
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X2

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17 Jan 2011, 09:47
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Weyrman wrote:
While you are wetting the appetite, lets get the standard cockpit done first :D

I can actually help with this? :D

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20 Jan 2011, 01:16
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So?

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27 Jan 2011, 20:35
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I'd like to see a different cockpit for each ship type...
But considering that I can't model myself and this is a rather tall order, I don't expect to see it anytime soon.
Seriously, one high-res 3D ubercool cockpit is more than enough. Looking forward to it being done.
Will there be a new version of D2X-XL to work with the cockpit model or is the required code in the game already?

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27 Jan 2011, 20:40
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Post Re: 3D Cockpit model
Well ... somehow it doesn't look like this was going to happen ...

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03 Feb 2011, 20:31
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