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Author Topic: Adapting Fred cockpits for the Bf-109 G series  (Read 10445 times)

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Frankiek

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #24 on: August 29, 2024, 01:01:04 PM »

It seems that Barnesy trop pack uses his own cockpit classes but with same cockpit folder. The image you are showing looks the same that I got at the beginning when I just attempted to use the IES cockpit with the standard classes. What you can do is to modify the Barnesy plane class file to call the this new cockpit file.
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Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #25 on: August 29, 2024, 01:29:34 PM »

It seems that Barnesy trop pack uses his own cockpit classes but with same cockpit folder. The image you are showing looks the same that I got at the beginning when I just attempted to use the IES cockpit with the standard classes.


... yep, I remember, I had the same issue ...  ;)

What you can do is to modify the Barnesy plane class file to call the this new cockpit file.

... yep, will try this with the help of my friend Epervier, since I don't know a damn thing about java ...  :-[
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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #26 on: August 29, 2024, 02:02:24 PM »

I just downloaded; lovely!

I'm in the process of:
- Adding a better ReVi lens texture.
- Replacing the ReVi reflector and Sun shade texture.
- Replacing the canopy glass texture and reversing the surface normals.
- Moving the two night lamp hooks to a better position.
- Replacing the reticle texture.
- Replacing the reticle mask with a properly circular one.
- Adding my dynamic lens reflection.
- Shifting the view hooks a bit forward, and placing the CAMERA hook at center (not shifted to the right as it is).
- Increasing the 6dof virtual head movement limits.

Note that anyone can set the view hooks (CAMERA and CAMERAAIM) to their liking; they're set in Body.msh. I have kept the original lines, nulled out with preceding // characters. I also note the direction in which the PoV moves as the X, Y and Z values are increased (Left, Back and Up, respectively.) Here's the [HookLoc] section as I currently have it:

[HookLoc]
//0 -1 0 1 0 0 0 0 1 -0.04131 0.45 0.50
//0 -1 0 1 0 0 0 0 1 -0.04131 0.35 0.495
//1 0 0 0 1 0 0 0 1 0.21581 0.02078 0.31542
//1 0 0 0 1 0 0 0 1 -0.2149 -0.02109 0.26081
//0 -1 0 1 0 0 0 0 1 -0.04131 0.26243 0.4904

0 -1 0 1 0 0 0 0 1 -0.01 0.35 0.5  //CAMERA; L B U
0 -1 0 1 0 0 0 0 1 -0.04131 0.15 0.5  //CAMERAAIM

1 0 0 0 1 0 0 0 1 0.185 -0.02 0.31  //left lamp
1 0 0 0 1 0 0 0 1 -0.195 -0.02 0.31  //right lamp

0 -1 0 1 0 0 0 0 1 -0.04131 0.06243 0.4904  //SMOKE
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Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #27 on: August 29, 2024, 03:04:46 PM »

and placing the CAMERA hook at center (not shifted to the right as it is).

... what I suspected, and explains the small visual glitch I have looking outside from the right ...

I'll try your new values asap ...  ;)

All the rest looks very promising ...  8)
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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #28 on: August 29, 2024, 03:24:19 PM »

Here's the result so far; I'm almost done. I think I'll tone down the opacity of the armored glass a bit...

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shardana

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #29 on: August 29, 2024, 03:38:28 PM »

Really love this cocpit and WXtech new view hooks. Would love to have them in all 109s
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WxTech

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #30 on: August 29, 2024, 04:03:40 PM »

[UPDATE #5: Sept 7, 2024, 7:28PM EDT] To address the inconsistent compass behaviour, here are just the cockpit classfiles, for both 4.09 and 4.12. I cannot test 4.09 myself, and so cannot be fully confident of the result. (I have updated the full archive as well, that link being at the bottom of this post.)
https://www.mediafire.com/file/7oea22gh1i6ar84/%2521_0_Freddy_109G-2_cockpit_classes_WxTech.7z/file


[UPDATE #4: Sept 6, 2024, 5:00PM EDT] I now offer the FULL cockpit, as a standalone pack containing EVERYTHING to work, for 4.09 and later; no previous installation required. The updated readme file contents are presented below.


[UPDATE #3: Aug 31, 2024, 6:50PM EDT] The G-1 and G-3 now share this same fine cockpit. Classfiles for the cockpit classes have 4.12 and later versions already present in the mod's root folder (and archived in a separate folder). For pre-4.12 players, the same classfiles are in a folder named 4.09 cockpit classfiles, which you will copy and overwrite those in the mod's root folder. As before, this update requires having the original, full mod installed. The updated readme file contents are presented below.


[UPDATE #2: Aug 30, 2024, 7:20PM EDT] I have temporarily fixed the conflict with the G-1 and G-3, due to shared but altered resources in this mod, by setting a new name for the cockpit folder (the 3 characters "new" are added to the end of the name. And further fixes have been done in the meantime. The updated readme file contents are reproduced below. The same link at the bottom of this post applies.


[UPDATE #1: Aug 30, 2024, 12:30AM EDT] Since the first upload, in which I botched the cockpit folder name (grrr!), I made a few other changes, including slightly expanding the 6dof limits. Things should now be correct.  :-|


Here's my little update, containing just the new files to replace the originals in the cockpit folder, as well as the three cockpit classfiles with expanded 6dof limits. Note that you will need the original full cockpit, to which will be added this relatively small number of replacement files.

If anything can be improved upon here, let me know and I'll see if I can fit it in. Certainly if I've botched anything!  :)

If this stuff is incorporated in an update in the top post, I can delete the link here so as to avoid needless confusion.

From the included, updated readme file:

WxTech's tweaks to Freddy's Bf-109G-2 cockpit
=============================================

This is now the COMPLETE cockpit, as a standalone pack. It does NOT require to have it already installed. I have altered so many files I figured I might as well supply the whole thing. ;)

This cockpit mod now applies to the 109G-1, G-2, G-3 and G-4, thanks to Frankiek's provision of the new cockpit class and G1.him file for the 109G-1 (shared by the G-3). And it all works for pre-4.12 (e.g., 4.09), via the 4.09 classfiles.

=============================================

I retain the same mod folder name as before, when I was just offering a small number of altered files the user would copy over those present in an existing installation. You may want to rename the mod folder to whatever makes sense in your own mod naming scheme. Yes, a mod folder can have whatever name is valid in Windows. Your main concern is the naming to ensure no conflict with any other mod folder content. In particular, when a mod contains classfiles (like this) the user must pay attention to the mod listing (and hence loading) order, putting the priority mod higher up.

=============================================

Here are the things I've adjusted, roughly in the order attacked:

- Added a better ReVi lens texture.
- Replaced the ReVi reflector and Sun shade texture.
- Replaced the canopy glass texture and reversed the surface normals.
- Added an armored glass texture (6 layers with orthogonal surface normals for uniform density at all lighting angles.)
- Moved the two night lamp hooks to better positions (not so close to the lamp housings and hull walls).
- Replaced the reticle texture.
- Replaced the reticle mask with a properly circular one.
- Added my dynamic lens reflection, located just beyond the gun sight's reflector plate.
- Shifted the view hooks a bit forward, and placed the CAMERA hook at center laterally (no longer shifted to the right as it was.)
- Increased the 6dof virtual head movement limits for 4.12 and later (in the cockpit class).
- Lowered the artificial horizon's horizon bar by 4.5mm; it was clearly too high.
- Altered Glass2.mat to use a new Glass2.tga, as used by the perspex canopy handles.
- Added a photographic clock face texture (and its night mat equivalent.)
- Fixed the gun sight crash pad's few bad surface normals, and added a beveled edge.
- Moved the gun sight's backup iron sight rear post to the right so as to properly align with the front ring.
- Raised the gun sight's Sun shade, and reduced its range of movement.
- Added a lighter face to the gauge faces which formerly were pitch black.
- Darkened and lowered the contrast of the instrument panel surfaces.
- Darkened the instrument casings.
- Reduced the Specular values in nearly all .mat files, and limited Ambient and Diffuse values to 1.0.
- Gave the headrest leather elements a new burgundy leather look.
- Improved the compass behaviour via use of the AnglesFork() method, which stops the sudden spinning lurch at azimuth 270.
- Fixed the night glow situation for the slip ball (formerly the ball glowed(!); now the glass tube interior surface glows.
- Relocated some armored winscreen vertices which cause the glass intrude inside and slightly above the upper left frame surface.
- Moved the artificial horizon's internal 'drum' closer to the gauge face, so as to hide the gap around it visible with a close view distance.
- Altered the artificial horizon's internal 'drum' texture and .mat file properties.
- For the artificial horizon, cut away the black parts of the immobile plane reference via an added transparency cut-out in the two textures (day and night).
- Numerous lesser graphical touches.

=============================================

I have moved the two view hooks so as to do two things: to provide a better view through the gun sight and to aid in seeing to the rear. The 'normal' PoV is set by the CAMERA hook, and the more forward position is good for users of head trackers capable of and set up to move the pilot's virtual head fore-aft. Otherwise, players may find this location to be too far forward. This can be easily changed.

For reference, the 'normal' PoV is moved forward by 15cm, or 6 inches, and it has been centered in the L-R direction (as opposed to being in line with the rightward offset sight). The 'gunsight' view has been moved farther forward by 25cm, or 10 inches, and raised 5mm.

You can set the view hooks (CAMERA and CAMERAAIM) to your liking; they're defined in the file Body.msh. I have kept the original lines, nulled out with preceding // characters. I also note the direction in which the PoV moves as the X, Y and Z values are increased (Left, Back and Up, respectively.) You can null my line with "//" characters and remove those "//" characters preceding the original lines; this will restore the original PoV. And of course you can enter your own values. Here's the [HookLoc] section as I currently have it in Body.msh:

[HookLoc]
//0 -1 0   1 0 0   0 0 1   -0.04131 0.45 0.50  //CAMERA - original; X/Y/Z moves hook Left/Back/Up when increased
//0 -1 0   1 0 0   0 0 1   -0.04131 0.35 0.495  //CAMERAAIM - original
//1 0 0   0 1 0   0 0 1   0.21581 0.02078 0.31542
//1 0 0   0 1 0   0 0 1   -0.2149 -0.02109 0.26081
//0 -1 0   1 0 0   0 0 1   -0.04131 0.26243 0.4904  //SMOKE


0 -1 0   1 0 0   0 0 1   -0.01 0.3 0.5  //CAMERA; X/Y/Z moves hook Left/Back/Up when increased
0 -1 0   1 0 0   0 0 1   -0.041 0.1 0.5  //CAMERAAIM
1 0 0   0 1 0   0 0 1   0.185 -0.02 0.31  //left lamp
1 0 0   0 1 0   0 0 1   -0.195 -0.02 0.31  //right lamp
0 -1 0   1 0 0   0 0 1   -0.041 0.062 0.49  //SMOKE

=============================================

The 109G-1 through G-4 use the same cockpit folder, through two different cockpit classes and two different .him files. For reference I note which planes use which class and which .him file.

BF_109G-1.class:  CockpitBf_109G1.class  cockpit/Bf-109G-2/G1.him
BF_109G-2.class:  CockpitBf_109G2.class  cockpit/Bf-109G-2/hier.him
BF_109G-3.class:  CockpitBf_109G1.class  cockpit/Bf-109G-2/G1.him
BF_109G-4.class:  CockpitBf_109G2.class  cockpit/Bf-109G-2/hier.him

In this mod's root folder the 8 hashed classfiles are for the 4.12+ version of the G-2 and G-1 cockpit classes. These classfiles support 6dof headtrackers.

In a separate folder I supply the same classfiles for pre-4.12, such as for 4.09/4.10. Copy these 8 hashed classfiles and overwrite those present in the root folder if you are running a game version preceding 4.12.

=============================================

Originally this cockpit mod included a folder containing 60 textures of size 512 pixels (1MB each) with which to create an animated oil splotch effect. It is not used, the .him calling meshes which use the more usual single-image texture. And so I don't include that needless folder. Additionally, the blood splatter and glass hole textures formerly resided in sub-folders; I've moved them to the cockpit folder.

=============================================



WxTech
August 30, 2024
Sept 6, 2024

Get my FULL, standalone 109G-2 cockpit mod here:

https://www.mediafire.com/file/i9m9kl3bhk29qee/%2521_0_Freddy_109G-2_WxTech_tweaks.7z/file
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gunny0134

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #31 on: August 29, 2024, 09:48:36 PM »

Hi, Wxtech.

Check the name of the cockpit folder !!

And for users, note that this is a tweak file, so Frankiek's file must exist.
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Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #32 on: August 30, 2024, 03:59:01 AM »

[EDIT: Aug 30, 2024, 12:30AM EDT]


Here's my little update, containing just the new files to replace the originals in the cockpit folder, as well as the three cockpit classfiles with expanded 6dof limits. Note that you will need the original full cockpit, to which will be added this relatively small number of replacement files.

... since my game is 4.09 I kept the original class files from Frankiek, so didn't try your class files as I suppose they are for a 4.12 game version

- Shifted the view hooks a bit forward, and placed the CAMERA hook at center laterally (not shifted to the right as it was.)
- Increased the 6dof virtual head movement limits.

I reverted back to the original view hooks, as too many years flying Bf 109s gave me the feeling that I now was too close to the Revi, at the expense of lateral view ...

The new Camera hook didn't fix the "hole" in the wing root from right view, but not a big deal ...

Also I edited quite a lot of mat files to tone them down a bit, otherwise many tga textures were too "shiny" ...

To make a very long story short, I was a beta tester when Freddy worked on the new G2 cockpit, and I reported back that for ex the plate behind the pilot's head became all white and shiny according to the light angle, and of course Freddy replied that he didn't have that glitch in his game version ...  :P

In fact I later discovered that Freddy had been secretly working on the mat values, in order to create some sort of, if not dynamic shadows, at least enhanced dynamic lighting, but he never admited it ...  8)

In fact, if you take a look at the mat files values, you'll see that they all are rather uncommon IL2 wise ...

By the way, I may be wrong, but AFAIK :

[LightParams]                           
  Ambient 1.0                           
  Diffuse 1.0                           
  Specular 0.0      <== if you set Specular to 0.0 ...                    
  SpecularPow 0    <== ... then you can set any value because SpecularPow will be disabled                     
 

... and also :

[LightParams]                           
  Ambient 1.0                           
  Diffuse 1.0                           
  Specular 0.8    <== is the same as 0.4 and SpecularPow 8, or 0.2 and 4                 
  SpecularPow 16                         
  Shine 0.0

I remember VPmedia advising never to go beyond SpecularPow 4 (sorry, can't remember the reason)

Many THX again to Frankiek and Glenn (and Freddy of course) for their beautiful work ...!  8)

 
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Frankiek

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #33 on: August 30, 2024, 05:33:44 AM »

It is strange I don't have the hole in the wing root i suspect that this as something to do with your 109 version. In any case i have also the cockpit for the E4\E7 i just would like to try some of Glen sight textures.
I also find Glen view a little to close but i don't use track IR so i am better off with a larger view angle
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Mick

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #34 on: August 30, 2024, 05:51:59 AM »

It is strange I don't have the hole in the wing root i suspect that this as something to do with your 109 version. In any case i have also the cockpit for the E4\E7 i just would like to try some of Glen sight textures.
I also find Glen view a little to close but i don't use track IR so i am better off with a larger view angle

... forgot to say that I am using a TrackIR5, so maybe this explains why I have the "hole" ...  ;)
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gunny0134

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Re: Adapting Fred cockpits for the Bf-109 G series
« Reply #35 on: August 30, 2024, 06:19:02 AM »

This upgrade file has a bad effect on Bf-109G-1, Bf-109G-3.

It needs to tweak together.
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