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Re: The Dynamic Cockpit Project

Posted: Fri Dec 20, 2019 7:38 pm
by blue_max
Fixed! @rogue518 try this file instead of the one that comes with the ddraw install package. Just put it under the DynamicCockpit subdirectory:

https://www.dropbox.com/s/xhxyatd0xyg49 ... it.dc?dl=0

Re: The Dynamic Cockpit Project

Posted: Sat Dec 21, 2019 12:47 am
by rogue518
Thanks blue_max..... at work at the moment will check it out when I get home... Thanks again for your help..... :D

Edit: Blue_Max , You are the Man!!! Hell Yes!! This is what I wanted for Darksaber's awesome Xwing!!! ;)


Sincerely, Rogue518

Re: The Dynamic Cockpit Project

Posted: Thu Dec 26, 2019 9:34 pm
by rogue518
I did notice one little problem with the Dynamic Cockpit Project... Spyder's X-Wing Cockpit has no Huds!!!

Sincerely, Rogue518

Re: The Dynamic Cockpit Project

Posted: Thu Dec 26, 2019 9:47 pm
by blue_max
Yeah that's not surprising. Each cockpit has to be fixed separately. Maybe someone else has fixed that cockpit? Do you know how I can install it?

Re: The Dynamic Cockpit Project

Posted: Thu Dec 26, 2019 10:38 pm
by rogue518
No, yeah I noticed it a while back...when I don't use the Dynamic Cockpit Project files I works!!! Oh well, I thought I would just put it out there....

Edit: I misread the question: the answer is 'YES'

1) you have 4 different types of X wings:

DefaultEdition
AzzameenEdition
RedSquadronEdition
NewRepublicEdition

2) Very Important !!! you have (4) different types of Cockpit sizes!! (with four different nose inclinations:) I think that is the problem:

1) 01_3 degrees
2) 02_5 degrees
3) 03_8 degrees
4) 04_10 degrees

Now I think I understand why the Hud's are not working on Spyder's X wing, your Dynamic Cockpit is fine for a standard cockpit size, but if you use use a different size it looks corrupted...
(I may be wrong I don't know it's just a theory.... :? )

Sincerely, Rogue518

Re: The Dynamic Cockpit Project

Posted: Fri Dec 27, 2019 2:45 am
by blue_max
Well, I would need to take a look at how the Spyder's X-Wing cockpit looks like to be sure; but I think the problem is just that the texture names are messed up. DC works by looking at the texture names from the OPT and then replacing specific textures with HUD elements. Additionally, the HUD elements are covered with side-loaded textures that have transparency holes in them. So there's two problems here: 1) The texture names probably don't match and 2) The cover textures won't match the textures from Spyder's cockpit. Both problems can be solved though. For the first one you'll need the XwaOptEditor to check the names of the textures and for the second one you'll need an image editing software.

Re: The Dynamic Cockpit Project

Posted: Fri Dec 27, 2019 3:09 pm
by rogue518
Yeah... blue_max I am sure you could get Spyder's permission to do that if you want to make changes, I am not too savvy on this type of stuff. But what I am saying, if I wanted to used Spyder's X-wing... there are no HUD's at all, which is strange..... :? Well I gave it a shot..... ;)

Sincerely, Rogue518

Re: The Dynamic Cockpit Project

Posted: Fri Dec 27, 2019 9:24 pm
by blue_max
I just saw a video in youtube that uses Spyder's cockpit and the HUD does look a bit different. I believe that cockpit changed the DAT file where the HUD is stored. So I think additional changes in ddraw will be needed to support that cockpit; but I think it should be doable.

Re: The Dynamic Cockpit Project

Posted: Fri Dec 27, 2019 9:52 pm
by rogue518
Cool... blue_max….

Sincerely, Rogue518

Re: The Dynamic Cockpit Project

Posted: Sun Dec 29, 2019 6:45 pm
by korekwerner
Hi,
I've made simple modification for the Spyder X-Wing cockpit.
here is video - https://youtu.be/2YVCBg2UXmg

the effect would be much better if spyder did the modification directly for blue_max dynamic cockpit.
I am an amateur in these subjects.

WK

Re: The Dynamic Cockpit Project

Posted: Tue Dec 31, 2019 1:25 pm
by Trevor
Blue_Max, cant remember if I asked this, but can you quickly knock up the ability to "move" the HUD elements?

What I mean is that, at present we can scale them (though by the way, the target reticule ignores the scale so this needs fixing) but when I set the FOV and aspect ratio correct for VR, the HUD is too "Tall" with a big central gap between the top row and bottom row.
By the time I scale to see both rows in my center vision, they are too small to read in the horizontal.

What I would like to do is set my scale as-is, but then add say 200px to the top row and -200px to the bottom row to bring the HUD into a nice square in the middle of my vision.

Trev

Re: The Dynamic Cockpit Project

Posted: Tue Dec 31, 2019 5:26 pm
by blue_max
Hello Trevor.

The HUD elements can already be moved around with the Dynamic Cockpit. I put some (commented out) examples in dynamic_cockpit.cfg:

Code: Select all

; The format is:
; move_region = <REGION-NAME>, x0, y0, x1, y1
; Coordinates are normalized to the range 0..1, (0,0) is the top-left corner of your
; screen, (1,1) is the bottom-right corner. See the end of this document of valid
; HUD region names. You can only have a maximum of 8 move_region commands.

;move_region = LEFT_SENSOR_REGION, 0.15,-0.01,  0.35,0.24
;move_region = RIGHT_SENSOR_REGION, 0.65,-0.01,  0.85,0.24
If you can do a mock-up of what you're trying to do, I can provide a sample file for it.

Re: The Dynamic Cockpit Project

Posted: Tue Dec 31, 2019 7:29 pm
by Trevor
Doesn't work for me. I changed the Y values but nothing updated.

When I enabled Dynamic Cockpit (Which I don't want yet) the HUD disappeared and the cockpit had huge holes in it.

This is what I have and want
HUD Position.png
Trev

Re: The Dynamic Cockpit Project

Posted: Tue Dec 31, 2019 8:36 pm
by blue_max
Alright, let me take a look at what's going on. There's probably a bug in there somewhere.

Re: The Dynamic Cockpit Project

Posted: Thu Jan 02, 2020 1:16 am
by blue_max
Trevor wrote:
Tue Dec 31, 2019 7:29 pm
Doesn't work for me. I changed the Y values but nothing updated.
There were a couple of bugs that prevented the move_region commands from getting applied. I've fixed them and I also provided a sample "Dynamic_Cockpit.cfg" file that approximates what you requested. This is what it looks like in SteamVR:
move_regions_SteamVR.jpg
However, I forgot to tell you to remove the "erase_region" commands from the XwingCockpit.dc file. Otherwise, the move_region commands won't take effect because the regions are being erased. So, either remove the "erase_region" commands from XwingCockpit.dc or rename this file. You can download the ddraw with these fixes here:

https://www.dropbox.com/s/2vl1yrmbfgskp ... w.zip?dl=0

I'm sure you'll want to further tweak the move_region commands in the Dynamic_Cockpit.cfg file. To apply the changes, save the Dynamic_Cockpit.cfg file and then just press Ctrl+Alt+L while flying -- no need to restart the mission/game.

One more thing, as per our prevous PM discussion, I've inverted the Z-axis for positional tracking so all multipliers should be positive now.

Re: The Dynamic Cockpit Project

Posted: Thu Jan 02, 2020 5:02 am
by blue_max
rogue518 wrote:
Fri Dec 27, 2019 3:09 pm
Spyder's X-wing... there are no HUD's at all, which is strange
I just figured this out: I've got instructions in XwingCockpit.dc to erase the HUD! So, either remove these instructions when using Spyder's cockpit (remove all the "erase_region" commands in XwingCockpit.dc) or just rename XwingCockpit.dc to something else so that the Dynamic Cockpit can't load it.

Re: The Dynamic Cockpit Project

Posted: Thu Jan 02, 2020 4:28 pm
by rogue518
Ok... thanks blue_max for the info.... :D

Sincerely, Rogue518

Re: The Dynamic Cockpit Project

Posted: Thu Jan 02, 2020 6:28 pm
by ual002
Just had a thought... I wonder if any of the original devs of this game have seen this and are at all as impressed as I am with how the community is coming together after so many years. It still boggles my mind track IR and dynamic cockpit elements are even a thing. I was floored enough when Jeremy figured out the s-foils hook...