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Author Topic: Help improving the FMB cursor - 3D Expert required  (Read 3440 times)

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whistler

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Help improving the FMB cursor - 3D Expert required
« on: June 17, 2020, 12:46:29 PM »


The final version can be found in post #25



Dear 3D Experts!

Subject: FMB cursor, aka "coord" object. This thing:



Houses, vehicles, people, furniture... you can, most of the times, zoom-in and get as close to the object as you want but this little bugger doesn't allow you to get close and I find it frustrating, to say the least.

I can do something about it in java: the game switches to a default, minimum view-distance, because something isn't set in the object. However, I think this is better fixed in 3D. Instinct tells me it has to do with missing hooks, something about ground_level & <BASE> ... I know little to nothing about 3D and I wonder if a fellow modder can free us from the annoying restriction by editing the object.

Here is a copy: FMB_Cursor.zip

Thanks in advance! 8)
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whistler

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #1 on: June 17, 2020, 01:28:02 PM »

Instinct tells me it has to do with missing hooks, something about ground_level & <BASE>

That above is probably BS but whatever it might be, java refers to *it* as a "visibilityR" mesh value.
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SAS~Ghost129er

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #2 on: June 17, 2020, 01:32:01 PM »

I don't think it has anything to do with the ground_level hook or anything like that, if you want I could add that but I really don't see it helping. What might, which I've noticed, is the visibilitysphere option which I don't see on the object for some strange reason.

Let me look at my Reno mod, because to date, I have no idea how the fuck you people manage to get into that FMB 3d view thing and it drives me nuts.
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whistler

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #3 on: June 17, 2020, 01:37:26 PM »

I have no idea how the *beeep* you people manage to get into that FMB 3d view thing and it drives me nuts.

Simple: open any map, zoom-in till you see the ground and press enter (don't have any object selected).

Thanks Ghost.
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SAS~Ghost129er

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #4 on: June 17, 2020, 01:41:48 PM »

Body.msh

I doubt this will change anything but lets see if you're right.

The Reno Grandstand where this helped was a stationary object instead of static... Thus, using a .him than the traditional .sim model, so that's why the entry text is missing, however, if you want to give it a try nevertheless, here's the paste for the mono.sim

Code: [Select]
[_ROOT_]
VisibilitySphere 30
CollisionObject sphere 30 0.0 0.0 0.0
[Body]
Mesh Body

This object could have probabblllyyyyy been made out of flat planes (flat rectangles) instead of 3d but hey, who am I to judge.

Think you can somehow code it to use a stationary object in it's place..? Cause you could make the most complex 3d model for this cursor then. :)) (Not that THAT would be the intention, but so you can use the VisibilitySphere flag in case that helps).
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whistler

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #5 on: June 17, 2020, 02:01:34 PM »

New Body.msh alone: thumbs down
New mono.sim alone: thumbs down
New Body.msh + New mono.sim: thumbs down

you could make the most complex 3d model for this cursor

I don't really care what the cursor looks like as long as it is usable, and I am open to any kind of art, classical, contemporary, futuristic or plainly sick :P
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whistler

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #6 on: June 17, 2020, 02:18:15 PM »

You have to see it for yourself to understand what I am talking about.

Open a mission in FMB, go to a populated airfield, zoom-in till you see ground, make sure no object is selected, press enter. Now move the cursor around and see if you can peek inside an hangar: you can't! you are stuck in that minimum view-distance.

Now select any other object, chances are you can zoom-in and see it up close.
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whistler

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #7 on: June 18, 2020, 10:03:07 AM »

What if what's missing is a tiny collision box somewhere?
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SAS~Ghost129er

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #8 on: June 18, 2020, 10:19:48 AM »

What if what's missing is a tiny collision box somewhere?

Doubt it but could be. Let me generate a cube model with a cube collision mesh in case that works.
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whistler

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #9 on: June 18, 2020, 10:58:12 AM »

Thanks Ghost.

As a proof of concept, this is my interim cursor ;D



The racing pole object works just fine, and Ghost is proven right: you could make the most complex 3d model for this cursor

Here it is: FMB_Cursor_PoleTest.zip

What needs to be done to make the original cursor behave like the pole object?

Come on, we can figure this out!
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SAS~Ghost129er

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #10 on: June 18, 2020, 11:00:46 AM »

I'll give it a compare and see if I can make a less complicated mesh but at the same time, complicated looking thing. Good thing will be you can map and change it's look/appearance however you want but yes.

But question yet, is this working as how you want? Like no disappearing or anything?   
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whistler

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Re: Help improving the FMB cursor - 3D Expert required
« Reply #11 on: June 18, 2020, 11:07:57 AM »

The pole allows you to zoom-in pretty close, which is already an improvement. The cursor however, changes size in accordance with distance so that it is always visible, no matter how far you are from it.
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