Cockpit building.
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Hey there cockpit builders (if any left in here at least, probably are but hiding )
I wanna ,if you want of course, to share knowledge of cockpit building and how to things here if possible.
Ill start with the first question :I know thats there’s no tris limit in cockpits (as said in my f-4e/f thread when i presented i started making an AUP cockpit) but i see a certain hierarchy how a cockpit works in game.
Example: theres most of the times 2-3 sometimes 4 different lods involved,base lod (usually having the dofs),switches lod (self explanatory), Canopy lod etc…. and then i get a glimpse on a cockpit model within BMS stock (i think 1 of the f-18’s if i remember correct) that has all of them combined in 2 models.
So the question:
Can be all made ,besides the Screens,Hud and probably lights, in a single lod? Or has to be broken to parts?Thanks in advance to all thats gonna be involved.
Cheers
Manos -
Hey there cockpit builders (if any left in here at least, probably are but hiding )
I wanna ,if you want of course, to share knowledge of cockpit building and how to things here if possible.
Ill start with the first question :I know thats there’s no tris limit in cockpits (as said in my f-4e/f thread when i presented i started making an AUP cockpit) but i see a certain hierarchy how a cockpit works in game.
Example: theres most of the times 2-3 sometimes 4 different lods involved,base lod (usually having the dofs),switches lod (self explanatory), Canopy lod etc…. and then i get a glimpse on a cockpit model within BMS stock (i think 1 of the f-18’s if i remember correct) that has all of them combined in 2 models.
So the question:
Can be all made ,besides the Screens,Hud and probably lights, in a single lod? Or has to be broken to parts?Thanks in advance to all thats gonna be involved.
Cheers
ManosMy dear friend
From experience the practical answer is both. Both ways ( separated lod for switches , pit shell, instruments lights etc etc) as the same fps and loading behaviour than a full lod with all in it.
Now the real question is for oficial integration. There is no docs around that said otherwise.
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THE authoritative source on Viper cockpit building is Viperpits:
Everything under the sun, moon, and stars you’d want to know about building an F-16 pit with BMS is located there.
However, the concepts are pretty basic - since BMS operates by having nearly every switch in the cockpit operable by keyboard command, what you are basically doing is building a custom keyboard in the shape of a cockpit. That’s the real root of it. After that, you can get as creative and/or high-fi with your construction as you wish.
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Wow, now I’m really confused. Are we talking about building pits displayed in-sim or an actual pit as hardware?
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Actual pit as hardware.
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Hello,
On this topic, nothing is really mandatory. It’s rather convenient to separate some stuff, but again, you can do litterally what you need, except wing models, that are usually separated.
That being said : cockpit designing for BMS is very tough and long. It’s always a good idea to separate models, to limit the possible bugs. But again, nothing mandatory.
For my T-38C cockpit, everything was put in the same model. It worked fine without fps loss.
That being also said, I would recommend to use F-16 hierarchy if possible, then, when coding evolves for cockpit support, custom cockpits will evolve too.
For Stevie and Parislord the topic is not about homecockpits but 3D cockpits.
Cheers,
Radium
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stevie im talking about 3d pits…. i had to write it on the title sorry
Deci and Radium Thanks for your info.
As said i did this thread for knowledge sharing to potential 3d cockpit builders (like me yeap i wanna learn that too!) so all the info available will be awesome! Not only for me but as a -know how to- base for everyone wants to do something.
So lets continue.
Most of switches are x-switches right? Meaning copies of a mesh in 3 maybe more states of a switch. I also can understand that most of 3dbuttons.dat is coordinates in space (cockpit space in this matter) that comes from 3ds max right?
I know theres a good tutorial in official BMS Channel for the cockpit switches about the states of them. -
Hey there cockpit builders (if any left in here at least, probably are but hiding )
I wanna ,if you want of course, to share knowledge of cockpit building and how to things here if possible.
Ill start with the first question :I know thats there’s no tris limit in cockpits (as said in my f-4e/f thread when i presented i started making an AUP cockpit) but i see a certain hierarchy how a cockpit works in game.
Example: theres most of the times 2-3 sometimes 4 different lods involved,base lod (usually having the dofs),switches lod (self explanatory), Canopy lod etc…. and then i get a glimpse on a cockpit model within BMS stock (i think 1 of the f-18’s if i remember correct) that has all of them combined in 2 models.
So the question:
Can be all made ,besides the Screens,Hud and probably lights, in a single lod? Or has to be broken to parts?Thanks in advance to all thats gonna be involved.
Cheers
ManosHey Manos!
Well, depending on the kind of in-sim cockpit you want to make, although i’m not a pro at this i’ll leave my 2 cents here:
if its going to be a normal pit, with no animated knobs, buttons, etc, a single model or two models should suffice, but,
if you’re going to do a full animated pit, the one i’m making (the F-16A pit) i usually make every model individually, especially with every knob/switch that has an animation, or movement, but when modelling buttons without animations, like the SMS buttons, i create a group of them, wing models like radium said, are separate models.And like radium said nothing is mandatory, at the end, make it the way you feel is better, though, i recommend you making any animated model separate, to avoid bugs.
Best Regards,
Rypley