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Thread: [open source] cockpit instruments & gauges

  1. #1
    Moderator [FRL]Myke's Avatar
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    [open source] cockpit instruments & gauges

    Hi Community,

    as i'm working on a fully (well, at least as much as ever possible) functional cockpit, i'm actually creating a lot of instruments and gauges for cockpits.
    Some might plane-specific but a lot probably could be used in other planes aswell.

    So i plan to make these instruments freely accessible to anyone who's interested. Wherever possible, gauges can be fully animated. Let me show you an example:


    Animations are prepared (selections and axis present) for the following components:
    - needle
    - altimeter numbered wheels (100, 1000 and 10000 scale)
    - PNEU or ELECT indicator (yellow field with text)
    - PNEU or ELECT selector (bottom right)
    - barometric setting wheels (0000 can be set to actual QNH setting)

    Not all anims have to be used, in fact, once i release them, you do with whatever you want. I state them as open source, which means you may use them without need to ask (else i wouldn't have to release them), you may rework them to fit your needs without asking for permission. You have to make them available, if not by default at least on request (only the gauges based on these, not the rest of your plane of course).

    What will be in the package?
    - Model (p3d)
    - Texture (pac)
    - readme with anim instructions

    What will not be in there?
    - model.cfg
    - .rvmat files
    - normal and specular map, create them yourself so they'll fit with the visual style of your plane.

  2. #2
    Master Gunnery Sergeant DaSquade's Avatar
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    All good and well, and i'm all for open sources (if possible). But the problem is open sources libaries of models aren't that game friendly. Meaning, like with weapon optics/laser untis/grips/stocks etc it is very handy for building variations and swapping between different models/packs. Biggest downside is: sections. As you will know, sections/textures have the biggest performence impact of every thing.
    But i suppose on the other hand that should break down the succes. One can always merge the textures once he has compiled his cockpit with the needed instruments. At least that is what i hope is done. But in your instruments i'm affraid that won't always be the case. Like i hope for instance most of your 'shared' stuff like numbers etc are one texture file (so have all numbers on 1 texture). But i guess it depends on what type of animations you worked on. Texture swaps or textured geo rotations.

    Anyway, hope you understand a bit what i mean.

  3. #3
    Moderator [FRL]Myke's Avatar
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    Author of the Thread
    @DaSquade

    i'm trying already while creating this pack to keep the section count aspect in mind. As far as possible it'll have a single merged texture for as much gauges as possible.
    Also i'll try to pack those instruments in a logical manner together, meaning, a pack will contain gauges that are usually used together.

    I don't want this pack as been seen like "copy/paste in your plane and ready-to-go" but as simplifying the start. Once tha gauge has been placed it would surely be a good idea to re-merge textures as it is needed.

    As example, the altimeter has 2 sections: the glass and the rest.
    So you copy/paste these parts from the origin texture i deliver to your new texture and also copy/paste the selections from UV editor to the new texture. Then you're ready to go.

    As said, i just give it to the public. What is done with is no longer under my control.

  4. #4
    Master Gunnery Sergeant DaSquade's Avatar
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    Good to say you had that in mind and i understand. There no such thing as copy/past, voila..lets release it. It has to remain flexible otherwise it looses its purpose.
    Just hope the users of this libery will be aware of it aswell and know how to handle/use it.

    Keep it up. I'm sure many will have good use out of it.

  5. #5
    Nice contribution Myke. Like the idea.
    It will suit my pending Civi planes, but not my very soon to be released russian military stuff.

  6. #6
    I think that this endeavour will go quite a ways towards expanding the knowledge base of the community in that it will allow mod makers to dissect the implementation and learn from it.

  7. #7
    great.. hope you post them at:
    http://anrop.se/infusions/pro_downlo...l/download.php

    trying to put together one place for all "ofp/arma/arma2 open source models"
    My streaming Perhaps catch me working on some addons.
    http://www.anrop.se Swedish ArmA community.

  8. #8
    Moderator [FRL]Myke's Avatar
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    @granQ

    can do, but honestly, if you want this side being widely accepted you should at least meake it switchable to english, if not english by default.
    Although i've find my way through it, it remains an uncomfortable feeling of accidentally misinterpreting something. Not that this could do any harm on the site, i know. It's just a feeling that raises.


    :EDITH:
    First pack almost done. HSI is done modelling, now selections has to be made and axis added as needed. All those instruments will be used in the F-16.

    Last edited by [FRL]Myke; Feb 19 2010 at 00:26.

  9. #9
    Quote Originally Posted by Myke View Post
    @granQ

    can do, but honestly, if you want this side being widely accepted you should at least meake it switchable to english, if not english by default.
    Although i've find my way through it, it remains an uncomfortable feeling of accidentally misinterpreting something. Not that this could do any harm on the site, i know. It's just a feeling that raises.
    i know

    I contacted armedassault.info to see if they wanted to do it, no reply.. and anrop is an old site me and a friend is running so "for now" i put it there.. but it would rock if someone did it like the normal pages for downloading addons..

    its not great but its a start.. my hope is to build up a "library" and once I get home from Mexico I want to do an english page that works better.. I got the webhost, i got the files but need help making it sweet..

  10. #10
    First Lieutenant PuFu's Avatar
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    why don't you contact sickboy and Q and set it up on dev-heaven. It does support direct downloads from repositories, but not for uploading

    Spoiler:

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