P-47 Thunderbolt cockpit modding references and discussion
#61

SparrowThree Wrote:If I had my choice it would be the P-38 sight in the D10. Re-skinned F4F-4 sight in the D22 and D27 and K-14 in the D27 late.

I personally would vote no on the removal of the canopy framing in gun sight view.


This sounds like the majority preference, so this will be my work plan. If I get lucky and can dig out the gunsight files for the SBD-5 model, I would use them somewhere. But that is a long shot.

Thanks all
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#62

No the thanks go to you poncho. Also....are you going to be doing anything to the rest of the pit as well or jsut the site? It sure would be nice to get a new paint on the pit.
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#63

I hope you may be able to help us out here poncho.

From the cockpit hier.him I have established the attachement entries...

Attaching 0 ? ? ? 0 ? ? ? 0 X Z Y

Where red is scaling factor for the following section. (As I understand it from other threads.)

With reference from the eye viewpoint in the cockpit. Positive numbers yeild a shift of the object.

X = LEFT
Z = TOWARD
Y = UP

I haven't been able to fathom what the green and blue figures do just yet. Other than some form of rotation center point and rotation angle, green looks to be rotation. Have you or anyone else got that far yet? Just looking to move a few instruments around to start with.
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#64

310thDiablo Wrote:Sparrow....I would love to see the Jugs pits remodeled. Especially the razorbacks reticle sight moved away from that middle canopy bar.

+1 It would be terrific to see this mistake corrected! I got a big fat hug for the person who makes it happen. Big Grin

S!
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#65

VMF-214_HaVoK Wrote:
310thDiablo Wrote:Sparrow....I would love to see the Jugs pits remodeled. Especially the razorbacks reticle sight moved away from that middle canopy bar.

+1 It would be terrific to see this mistake corrected! I got a big fat hug for the person who makes it happen. Big Grin

S!

Havok....don't be so chinsy. throw in a big kiss too....LOL Shoot...I'll even throw one in for good measure. I would love to see that big red plate go bye bye.
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#66

310thDiablo Wrote:
VMF-214_HaVoK Wrote:
310thDiablo Wrote:Sparrow....I would love to see the Jugs pits remodeled. Especially the razorbacks reticle sight moved away from that middle canopy bar.

+1 It would be terrific to see this mistake corrected! I got a big fat hug for the person who makes it happen. Big Grin

S!

Havok....don't be so chinsy. throw in a big kiss too....LOL Shoot...I'll even throw one in for good measure. I would love to see that big red plate go bye bye.

Well I was going too! But I dont keep a real clean shave all the time. :wink:

S!
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#67

taurus Wrote:I hope you may be able to help us out here poncho.

From the cockpit hier.him I have established the attachement entries...

Attaching 0 ? ? ? 0 ? ? ? 0 X Z Y

Where red is scaling factor for the following section. (As I understand it from other threads.)

With reference from the eye viewpoint in the cockpit. Positive numbers yeild a shift of the object.

X = LEFT
Z = TOWARD
Y = UP

I haven't been able to fathom what the green and blue figures do just yet. Other than some form of rotation center point and rotation angle, green looks to be rotation. Have you or anyone else got that far yet? Just looking to move a few instruments around to start with.



Taurus I am still learning this by trial and error myself. By adjusting the 5th number I was getting rotation in the yaw axis which is what I needed to clear the reticle. The 6th number seemed to produce rotation in the pitch axis. Also seemed like changing the number before X,Y and Z changed the aspect ratio of the object. I don't want to say more until I'm sure.

I was able to get the reticle clearance I wanted by making the following changes:

Original P47-D10
[Body]Mesh BodyParent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 -0.82822 0.00974 0.47003

Modified for Reticle clearance
[Body]Mesh BodyParent _ROOT_
Attaching 0 1 0 -1 -.015 0.008 0 0 1 -0.82822 -.02174 0.50003

Of course after making this change the reticle position will need to be fixed as well.

I test flew the P47_D10 with this configuration and it felt right to me. Screen shots below,






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#68

Nice work as usual Poncho.

The very good news is that redone hi res tga's do work properly with my initial tests. So that means the possibility of gunsite texture improvements along with everything else in the pit, and is also based on what other parts we can transpose into it aka gunsite. Looking to find the plain drab green cockpit textures you see in the front frame, it may be part of the outside model which we need to get access to, or I haven't found it embedded in a tga yet. Can't post screenies just yet. Cry
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#69

taurus....this is great news. I would love to see my Jugs get a new high quality high res. pit. The mods have made this a whole new exciting game and now the possibility of a new pit for my Jug is just great.
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#70

Taurus, that is good news, it sounds like you're moving the ball down the field. I am planning to release the reworked gunsight mod in the next 2 weeks or so. I think that would be OK to do as an intermediate step on the way to a new cockpit. When this happens, by all means, feel free to modify them in any way needed to fit into your new pit. Godspeed :!:



Also, does anyone recall when the flyable SBD5 appeared in the game? Im trying to zero in on where the cockpit files are located. Was it flyable in the original Pacific Fighters or added in one of the upgrades? :?
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#71

You guys rock! Who is ready for their hug now? :lol:

S!
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#72

poncho Wrote:Taurus, that is good news, it sounds like you're moving the ball down the field. I am planning to release the reworked gunsight mod in the next 2 weeks or so. I think that would be OK to do as an intermediate step on the way to a new cockpit. When this happens, by all means, feel free to modify them in any way needed to fit into your new pit. Godspeed :!:



Also, does anyone recall when the flyable SBD5 appeared in the game? Im trying to zero in on where the cockpit files are located. Was it flyable in the original Pacific Fighters or added in one of the upgrades? :?

It was in the original version of PF.
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#73

poncho Wrote:I am planning to release the reworked gunsight mod in the next 2 weeks or so. I think that would be OK to do as an intermediate step on the way to a new cockpit. When this happens, by all means, feel free to modify them in any way needed to fit into your new pit.

Cheers! Looking forward to it!


Overlaying photos on the main panel shows the flaws in instrument sizes and locations depending on reference, D-10 to start with. (But looks much more interesting btw.) This will take some time to get sorted. Then there is the individual instruments, night and damage effects to be done.







The photo's are of little use for texturing so I will be using maya at work to recreate the panel so all bezels and screws look right from the eye view when rendering the textures. (I am not a great artist to draw it freely.)



For those interested the tga's and some of their contents are (unk = unknown so far);

bort.tga UNK, 256x128
brone_back.tga Armoured seat back 128x128
floor.tga Floor, Joystick base, unk, Gunsite lamp? 256x256
glass.tga Windshield glass tainting 256x256
glass_gran.tga Suspect Gunsite glass sides 64x16
glass_pricel.tga unk, 16x16
label.tga Throttle top label 128x128
MIRROR.tga
misk1.tga Knobs and fuel selector panel 256x256
misk2.tga LHS panel
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#74

Bravo ! Big Grin
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#75

Found the msh files for the dial face groups, now to find the hex codes for their positions. The hier.him file just locates the instrument needles and the two dial face groups. :roll:

Still have not found out how to reposition a mesh... The HSI and ADI are the ones that need moving The other dials are okay on both models. :oops:
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