Hi everyone, can those of you with the know how direct me to where I can find info regarding the creation of cockpits (3D cockpits, not HUDS) for the game. I know absolutely nothing of the requirements, ie poly counts and mesh resolutions. Basically I want to know what it requires to start making one.
Thanks in advance,
Good Hunting!
Info about creating cockpits.
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Oblivion Wolf
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Vice
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Re: Info about creating cockpits.
I'll offer some suggestions and advice. First, here are the instructions on importing custom cockpits:
http://www.starwraith.com/evochronlegac ... adme.htm#3
The cockpit viewer program should also prove helpful in the process (sample files are included). Skip to the 'Custom Cockpit Options' in that section of the page. That will provide you with the filenames and options.
The sample cockpits are a good baseline for poly count, although you can go quite a bit higher. Just be aware of memory use, especially if you want your design to work on systems with limited memory. Same with texture resolution. You could use 2048X2048 for the high detail image set, depending on how you map the textures and what maximum detail level you want.
Once you create a design in a 3D modelling program and you're ready to import it into the game, you'll need to save the design out in plain ASCII DirectX format (.X file extension) with normals applied. The file(s) will need to be named following the pattern outlined in the customizing kit instructions. Then you can launch the cockpit viewer program to test it there first before attempting to load it in the game. You can use the viewer program to test it while still making changes to it. Simply export the latest design saved to ccpit#.x in the \hud folder and press the 'R' key in the viewer program to reload the latest version of the design. Once you have things looking the way you want in the viewer program, you can close the program and launch the game to test it.
http://www.starwraith.com/evochronlegac ... adme.htm#3
The cockpit viewer program should also prove helpful in the process (sample files are included). Skip to the 'Custom Cockpit Options' in that section of the page. That will provide you with the filenames and options.
The sample cockpits are a good baseline for poly count, although you can go quite a bit higher. Just be aware of memory use, especially if you want your design to work on systems with limited memory. Same with texture resolution. You could use 2048X2048 for the high detail image set, depending on how you map the textures and what maximum detail level you want.
Once you create a design in a 3D modelling program and you're ready to import it into the game, you'll need to save the design out in plain ASCII DirectX format (.X file extension) with normals applied. The file(s) will need to be named following the pattern outlined in the customizing kit instructions. Then you can launch the cockpit viewer program to test it there first before attempting to load it in the game. You can use the viewer program to test it while still making changes to it. Simply export the latest design saved to ccpit#.x in the \hud folder and press the 'R' key in the viewer program to reload the latest version of the design. Once you have things looking the way you want in the viewer program, you can close the program and launch the game to test it.
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Oblivion Wolf
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Re: Info about creating cockpits.
Thanks Vice, I already downloaded the cockpit viewer in preparation. So can I import the example cockpits into a 3D program to get an idea of poly count and textures?
Would also like to ask if Legacy is like Merc in regards to giving each frame a unique cockpit and HUD by numbering the HUD files?
Would also like to ask if Legacy is like Merc in regards to giving each frame a unique cockpit and HUD by numbering the HUD files?
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Vice
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Re: Info about creating cockpits.
Yes, if it supports the DirectX format. Some offer plugins that enable the capability.Oblivion Wolf wrote:Thanks Vice, I already downloaded the cockpit viewer in preparation. So can I import the example cockpits into a 3D program to get an idea of poly count and textures?
Yes, the new game supports that option as well.Oblivion Wolf wrote:Would also like to ask if Legacy is like Merc in regards to giving each frame a unique cockpit and HUD by numbering the HUD files?
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Oblivion Wolf
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Re: Info about creating cockpits.
Cheers Vice, as always appreciate the advice and thanks for the timely feedback!
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Oblivion Wolf
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Re: Info about creating cockpits.
Whilst we are on the topic, can the walker's cockpit also be modified?
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Vice
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Re: Info about creating cockpits.
Yes. It's a little more static in its available viewing options since it's a forward perspective only. But to change it, use a global \hud folder and the filename:
walker-ccpit.x
walker-ccpit.x
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Oblivion Wolf
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Re: Info about creating cockpits.
Thanks again Vice!

