New visuals - HUD - explosions - hyperspace - beta

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Re: New visuals - HUD - explosions - hyperspace - beta

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DTM
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Post by DTM » Sun Jul 07, 2019 5:12 pm

XWAUP will release some new objects and space stations soon. The team is vary busy with testing them. One of these new releases are the acceleration rings, ispired by Star Wars Resistance

This opt is ready now and will be released soon.

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Jaeven
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Post by Jaeven » Sun Jul 07, 2019 5:43 pm

korekwerner wrote:
Sun Jul 07, 2019 4:15 pm
Hi,
as I wrote earlier, I will come back when I do something new.
Models for training missions, hud and effects. I hope you like them.
Everything in the beta phase.

https://cdn1.imggmi.com/uploads/2019/7/ ... 4-full.jpg
https://cdn1.imggmi.com/uploads/2019/7/ ... 6-full.jpg

Have fun.
Love your work, especially what you did with the hangar. A minor request for the hangar though.

The hangar uses some textures that show T-65 X-wings and RZ-1 A-wings. Some of us have installations that play in different eras, or run campaigns where the player command ship may not have T-65s and RZ-1s. For example, I'm currently working on Sequels campaign, and the presence of RZ-1s and T-65s in a hangar full of T-70s and other sequel ships looks a bit off. Would it be possible to add different FG textures that blank out those Rebel fighters?

DTM wrote:
Sun Jul 07, 2019 5:12 pm
XWAUP will release some new objects and space stations soon. The team is vary busy with testing them. One of these new releases are the acceleration rings, ispired by Star Wars Resistance Anime:
Yay for some Resistance love :D
Last edited by Jaeven on Sun Jul 07, 2019 6:29 pm, edited 2 times in total.

korekwerner
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Post by korekwerner » Sun Jul 07, 2019 6:04 pm

@DTM great work, thank you for sharing.
My version is inspired by hyperdrive docking ring.
I am closer to the old trilogy than Star Wars Resistance.
https://cdn1.imggmi.com/uploads/2019/7/ ... f-full.jpg

@Jaeven - this is work in progres and thank you for the suggestion. Hangar needs a lot of fixes.

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Darksaber
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Post by Darksaber » Sun Jul 07, 2019 7:14 pm

A word of advice, your textures on your models are strange sizes, ideally they should be multiples of 16

16x16
16x32
16x64
16x128
16x256
16x512
16x1024
16x2048
32x16
32x32
32x64
32x128
32x256
32x512
32x1024
32x2048
64x16
64x32
64x64
64x128
64x256
64x512
64x1024
64x2048
128x16
128x32
128x64
128x128
128x256
128x512
128x1024
128x2048
256x16
256x32
256x64
256x128
256x256
256x512
256x1024
256x2048
512x16
512x32
512x64
512x128
512x256
512x512
512x1024
512x2048
1024x16
1024x32
1024x64
1024x128
1024x256
1024x512
1024x1024
1024x2048
2048x16
2048x32
2048x64
2048x128
2048x256
2048x512
2048x1024
2048x2048

Using random sized textures your liable to crash the game
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Post by korekwerner » Mon Jul 08, 2019 6:11 pm

Thanks for the advice. I'll take it into account.
I noticed during the tests that some texture formats damage the game. What's interesting, not the model itself, but everything that's around it.

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Post by korekwerner » Sun Jul 14, 2019 5:36 pm

New things.
Rebel hangar workstand and acceleration rings for training missions.
link for the files - https://we.tl/t-gIDtzVpevQ (valid till 20.07.2019)
Warning - the opt uses different texture sizes. works well with hooks from Jeremy. Tested with different configurations.

https://cdn1.imggmi.com/uploads/2019/7/ ... 8-full.jpg
https://cdn1.imggmi.com/uploads/2019/7/ ... 2-full.jpg
https://cdn1.imggmi.com/uploads/2019/7/ ... d-full.jpg
https://cdn1.imggmi.com/uploads/2019/7/ ... e-full.jpg
https://cdn1.imggmi.com/uploads/2019/7/ ... f-full.jpg
https://cdn1.imggmi.com/uploads/2019/7/ ... 1-full.jpg
https://cdn1.imggmi.com/uploads/2019/7/ ... 0-full.jpg

have fun.
WK

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Post by Tuskin » Sun Jul 14, 2019 11:06 pm

Why not use a site like mediafire, or google drive so you don't have time limits on the downloads?

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rogue518
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Post by rogue518 » Tue Jul 30, 2019 10:59 am

Korekwerner.. can you re-download your New HUD files again? I thought I made a save file but didn't...... :(


Edit: Got lucky!! :applaus: I found the file... But Korekwerner just some friendly advice... re-download the file... It's a good file, ;) just have your own files in it. I'm pretty sure other people will want it. Just make another thread.

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Post by Turgidson » Sun Sep 01, 2019 7:26 pm

Could someone re-upload the explosion effects?

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Post by korekwerner » Sun Sep 01, 2019 8:23 pm


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Post by Turgidson » Thu Sep 05, 2019 7:46 pm

Thanks!
I'd assume the shield effects would be another file?

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Post by korekwerner » Wed Oct 09, 2019 9:52 pm

I'm working on new HUD element with DynamicCockpit from blue_max (thank you for great work).
link for the test video - https://youtu.be/GGIvIHBqU5c

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Jaeven
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Post by Jaeven » Wed Oct 09, 2019 10:15 pm

Wow. That looks absolutely astonishing

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Post by Mark_Farlander » Wed Oct 09, 2019 10:37 pm

korekwerner wrote:
Wed Oct 09, 2019 9:52 pm
I'm working on new HUD element with DynamicCockpit from blue_max (thank you for great work).
link for the test video - https://youtu.be/GGIvIHBqU5c
Just 1 word: AWESOME!
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Post by Griffin » Wed Oct 09, 2019 10:59 pm

Mark_Farlander wrote:
Wed Oct 09, 2019 10:37 pm
korekwerner wrote:
Wed Oct 09, 2019 9:52 pm
I'm working on new HUD element with DynamicCockpit from blue_max (thank you for great work).
link for the test video - https://youtu.be/GGIvIHBqU5c
Just 1 word: AWESOME!
:shock:

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Post by Turgidson » Wed Oct 09, 2019 11:09 pm

Looks great!

By the way, as some of the other, older mod files are now offline... could it be possible to reupload them?

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Post by ual002 » Thu Oct 10, 2019 3:19 am

korekwerner wrote:
Wed Oct 09, 2019 9:52 pm
I'm working on new HUD element with DynamicCockpit from blue_max (thank you for great work).
link for the test video - https://youtu.be/GGIvIHBqU5c
Well, now I have to build my TIE sim. That is pretty awesome.
Image Image Image Image Image

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Driftwood
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Post by Driftwood » Thu Oct 10, 2019 3:53 am

Ermagerd.

Okay, so I don't see anything super different with hyperspace. We really need some HD graphics for that at some point, no idea what that'd take thoug.

The updates to your HUD using the dynamic cockpits function and redesign to be more similar to the original X-Wing game is certainly interesting and looks pretty crisp.

I have to say, the XWA HUD is pretty underwhelming and hard to read text, but your changes here seem to resolve that a bit. To what extent do you plan on implementing the updated HUD dats into ship textures going forward?
Last edited by Driftwood on Thu Oct 10, 2019 10:40 pm, edited 1 time in total.

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keiranhalcyon7
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Post by keiranhalcyon7 » Thu Oct 10, 2019 5:59 am

Nice! This is the kind of stuff I was hoping people would do with blue_max's dynamic cockpit mod. The only thing I might suggest, if your intent is to eventually distribute the mod, is to increase the size of the sensor scopes & text displays, for visibility.

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Post by korekwerner » Fri Oct 11, 2019 8:48 pm

@Driftwood @keiranhalcyon7
I took into account several versions of the settings of individual elements, both elements of the dynamic cockpit created by Blue_Max as well as standard (flat) elements. the limit of 8 areas of the in-dash cockpit is hard to get around. that's why I combined flat and virtual.
I want this cockpit to be ergonomic for pilots in the physical cockpit of the "real size" xwing model

I am not a programmer and I prefer to leave this job to specialists (JeremyaFr, JaggedFel, Justagai and Blue_Max).
I'm currently working on changing the effects of explosions and i will try improve the hyperspace effect and another iteration version of the flat HUD (separately for the empire and rebels ships).

https://i.ibb.co/zF3pzV6/cocpit-evolution-2019.jpg

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Post by warbird » Wed Nov 06, 2019 6:57 am

korekwerner wrote:
Fri Oct 11, 2019 8:48 pm
@Driftwood @keiranhalcyon7
I took into account several versions of the settings of individual elements, both elements of the dynamic cockpit created by Blue_Max as well as standard (flat) elements. the limit of 8 areas of the in-dash cockpit is hard to get around. that's why I combined flat and virtual.
I want this cockpit to be ergonomic for pilots in the physical cockpit of the "real size" xwing model

I am not a programmer and I prefer to leave this job to specialists (JeremyaFr, JaggedFel, Justagai and Blue_Max).
I'm currently working on changing the effects of explosions and i will try improve the hyperspace effect and another iteration version of the flat HUD (separately for the empire and rebels ships).

https://i.ibb.co/zF3pzV6/cocpit-evolution-2019.jpg
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Rookie_One1
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Post by Rookie_One1 » Wed Nov 06, 2019 4:08 pm

X-Wing Cockpit that look like the XVT one? I do want that
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Post by Tuskin » Sun Nov 10, 2019 3:51 pm

korekwerner wrote:
Wed Oct 09, 2019 9:52 pm
I'm working on new HUD element with DynamicCockpit from blue_max (thank you for great work).
link for the test video - https://youtu.be/GGIvIHBqU5c
Wow I love this.

That is one thing I liked in the pre-XWA games, was having the HUD elements as part of the physical cockpit.

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Post by The Saxman » Sun Dec 22, 2019 8:04 pm

Holy crap, looking at that video I've CLEARLY missed out on some advances made to this engine, IE those new lighting effects on the cannon and explosions, to say nothing of putting HUD elements on the 3D cockpit model.

Next y'all are going to tell me you've got XWA rendering normal maps and materials, with VR support. :-P

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Post by keiranhalcyon7 » Sun Dec 22, 2019 8:58 pm


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