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 Post subject: Creating a Hi-Res Cockpit
PostPosted: Thu Aug 24, 2006 2:16 am 
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DBB Ace
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Joined: Thu Oct 06, 2005 5:40 pm
Posts: 163
WLM: allan.belcher@shute-eng.com.au
Location: Brisbane Australia
I would like to try my hand at creating a hi-res cockpit. According to the Ctrl-Alt-Del comic definition I confess to being a real \"newb\", not to be confused with a \"noob\", at this sort of thing. :)

I have found the std cockpit graphic in the GroupA.pig file using DTX2 as suggested and I can copy it to a new POG file, but how do I get it into PaintShop? Is it as simple as screenshot, paste, trim to get something to work from?

Also, what format does the picture have to be in?

I'm quite willing to play around by myself after I get started, just HOW do I get started?

I assume that the current \"hi-res\" (640*480) cockpit is simply scaled up to fit the larger screens and that the keys and icons are also scaled up on some sort of positioning map that puts them in the right position.

Therefore, my assumption is that a 1024*768 screen will work as long all the \"holes\" are proportionately in the correct place.

I will also assume that it also is just a texture and will be used if the name is correct and in the textures folder.

That's a lot of assumptions I know and I guess that only time will tell if this idea is feasable or if my lack of understanding just causes a collective shaking of heads by those who know better.

Cheers


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 Post subject:
PostPosted: Thu Aug 24, 2006 4:33 am 
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D2X Master
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Joined: Thu Nov 05, 1998 12:01 pm
Posts: 5278
Website: http://www.descent2.de
You should be able to export it to a normal image file with DTX2 (e.g. bmp or gif), and then process it with photoshop or so. Make the new cockpit a RGBA TGA (uncompressed) and put it with the proper name into the textures folder. You cannot put it in a pog file or so; D2X-XL won't read it from there.


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 Post subject:
PostPosted: Thu Aug 24, 2006 2:08 pm 
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DBB Ace
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Joined: Sun Aug 20, 2006 2:31 pm
Posts: 24
Location: Loading Bay
I think the rendering order for the forward view is all messed up. from what I see this is how it should be setup:

Shield icons
Energy Icons
Primary/Secondary icons
COCKPITB.tga
Keys icons
Bomb numeric
Lock icon
Afterburner icon (Button pad for D1 missions)


Currently it appears that it's setup with COCKPITB.pcx and then everything else, but with the new alpha channel ability everything can be a whole lot cleaner for setup and rendering.

_________________
Searching for my head in vain...
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 Post subject:
PostPosted: Thu Aug 24, 2006 8:04 pm 
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DBB Ace
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Joined: Sat Aug 12, 2006 9:26 am
Posts: 47
Thank God. I've been waiting for a high res cockpit since...I used 1024x768 playing descent. Go Weyrman! Make some light up buttons too!

Also, on a related note, make D1 missions load a cockpit without afterburner bar. It looks kinda silly and is the most obvious problem with D1 missions in D2X-XL right now. That shouldnt be a massive problem to load a different cockpit for D1 missions, should it?


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 Post subject:
PostPosted: Fri Aug 25, 2006 12:13 am 
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DBB Ace
DBB Ace

Joined: Thu Oct 06, 2005 5:40 pm
Posts: 163
WLM: allan.belcher@shute-eng.com.au
Location: Brisbane Australia
Tempest, don't get your hopes up. This is a real first for me, more wish than ability I think, but I will give it a go! :)

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Pilot from Oz


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 Post subject:
PostPosted: Fri Aug 25, 2006 11:17 am 
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DBB Ace
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Joined: Sun Jul 25, 1999 2:01 am
Posts: 157
Website: http://www.dizzyrox.koolbear.com
Location: Sedalia
Oh yeah!!! a new cockpit 8)
Weyrman if there's any help you need I can help out with, feel free to shoot me a PM ,Id be glad to help in whatever way a can.


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 Post subject:
PostPosted: Sat Aug 26, 2006 1:54 pm 
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DBB Ace
DBB Ace

Joined: Sat Aug 12, 2006 9:26 am
Posts: 47
I'll try not to get my hopes up, Weyrman, I guess I've been kinda spoiled with Dizzy's artwork...


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