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Author Topic: WxTech's A6M2 cockpit re-work, third release  (Read 8726 times)

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WxTech

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Re: WxTech's A6M2 cockpit re-work
« Reply #12 on: May 09, 2021, 05:34:42 PM »

Bombs,
I noted that I shamelessly stole various textures. Those upward-facing gauges on the left are among them. The pseudo canopy reflections were already there.
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rkalhorn109

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Re: WxTech's A6M2 cockpit re-work
« Reply #13 on: May 09, 2021, 06:29:56 PM »

This is fantastic. Thank you!
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Brother B.

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Re: WxTech's A6M2 cockpit re-work
« Reply #14 on: May 10, 2021, 05:10:44 AM »

Excellent work. Thanks you for another great update.
This is what I like. I also like your "a bit more detail oriented than most". :)
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baggo

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Re: WxTech's A6M2 cockpit re-work
« Reply #15 on: May 10, 2021, 06:20:19 AM »

Bravo WxTech ,your work has that attention to detail,and that makes it very special and very much appreciated, many many thanks, kev.
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Yaro59

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Re: WxTech's A6M2 cockpit re-work
« Reply #16 on: May 10, 2021, 09:27:33 AM »

  "- Perhaps most importantly, it's a game. Some concessions to game play are acceptable."
   Or maybe the game has too many concessions anyway. People like YOU strive to get as close to the org as possible, and keep it that way. Much health and perseverance WxTech in what you do. Hard and useful work
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mangoaks

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Re: WxTech's A6M2 cockpit re-work
« Reply #17 on: May 10, 2021, 06:16:25 PM »


https://www.mediafire.com/file/dv8x0dswu5287d9/%25210_WxTech_Zero_Cockpit.7z/file



Hi WxTech, may I know how to install this?  Sorry, I'm quite new to this but I'm a sucker for Japanese warbirds :)
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WxTech

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Re: WxTech's A6M2 cockpit re-work
« Reply #18 on: May 10, 2021, 08:23:21 PM »


https://www.mediafire.com/file/dv8x0dswu5287d9/%25210_WxTech_Zero_Cockpit.7z/file



Hi WxTech, may I know how to install this?  Sorry, I'm quite new to this but I'm a sucker for Japanese warbirds :)

Have you never installed a mod before? As in, would this be your first attempt?

Do you have a suitable extractor utility, such as 7zip?

Is your game mod enabled? If so, is it BAT, modact, HSFX, DBW, etc.?

The answers to these questions determine the specific approach. In the meantime, there must already exist posts on this basic matter. Try searching along the lines of, "how to install mods IL2". You could add to this your game version and 'mod flavor'.

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genXgamer

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Re: WxTech's A6M2 cockpit re-work
« Reply #19 on: May 10, 2021, 09:02:20 PM »

G'day WxTech

Another fine job!

Any chance in the future of putting all your work (finished mods) in one convenient location?
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mangoaks

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Re: WxTech's A6M2 cockpit re-work
« Reply #20 on: May 11, 2021, 11:35:02 AM »


https://www.mediafire.com/file/dv8x0dswu5287d9/%25210_WxTech_Zero_Cockpit.7z/file



Hi WxTech, may I know how to install this?  Sorry, I'm quite new to this but I'm a sucker for Japanese warbirds :)

Have you never installed a mod before? As in, would this be your first attempt?

Do you have a suitable extractor utility, such as 7zip?

Is your game mod enabled? If so, is it BAT, modact, HSFX, DBW, etc.?

The answers to these questions determine the specific approach. In the meantime, there must already exist posts on this basic matter. Try searching along the lines of, "how to install mods IL2". You could add to this your game version and 'mod flavor'.
No, this is my first time not counting BAT 4.1.2 which had clear instructions.  Alright, I’ll do a search for this.


Sent from my iPad using Tapatalk
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WxTech

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Re: WxTech's A6M2 cockpit re-work
« Reply #21 on: May 11, 2021, 11:14:17 PM »

A progress report.

I've fixed those remaining bad surface normals that are the more worthy. There remain many others which don't detract too badly, and which most players likely wouldn't notice anyway.

The two gauges which employ transparency cutouts in the panel in order that their interior parts be seen have properly black insides to ensure that no background, brighter textures can be seen through any gaps. In this pic, from a rather rakish view angle to drive home the point, shows a nice black inside to the artificial horizon and magnetic compass. Regarding the compass, I've improved upon--and actually utilized--the transparent gradient that gives the impression of deepening shadowing upon the ball interior. And again, the bank angle caret on the artificial horizon now works properly, as opposed to incorrectly being another turn rate indicator.




To highlight again the extended fore-aft 6dof range of virtual head movement, and how it contributes to a better sight picture. The top two pics are at the same 105 degree FOV, for the farthest aft and farthest foreward POVs, respectively. The last panel in this triplet is a closeup at a 30 degree FOV which shows how one can simultaneously see the reticle's center and the cowling, which aids greatly in gunnery while pulling G. The real pilot could do this, as long as his harness had a bit of looseness to permit to lean forward (some looseness is required in order to freely rotate as necessary to check six.)




The cockpit night lights are often something of a bugbear in Il-2 '46. When the light emitter lies near to other textures, the latter often flicker like mad. To reduce this, moving the emitter farther away helps a lot. Here I've moved the lights inward, downward and back so that the flicker is now at least 10X improved.

This pair of pics has the stock A6M5 on the top. The instant of capturing the screenie caught the light intensity at about minimum in its mad flicker cycle. Note how the light is also extremely tightly concentrated, due in good measure to the closeness of the emitters to the panel. The shot below it is of my improved scenario in this A6M2. The light now covers rather more area of the panel, and again the flickering is *vastly* reduced in amplitude and annoyance.  ;)





For the lighting, which I strongly suspect is identical in all Zero cockpit classes, here's the improved code. The original lines are the top two, now rem'd out. The left light is light1, and the right is light2. The X, Y and Z values, in order from left to right, when increased move the emitter forward, left and up (hence the reminder "F L U"):

Code: [Select]
// light1 = new LightPointActor(new LightPoint(), new Point3d(-0.1756, 0.3924, 0.5913));
// light2 = new LightPointActor(new LightPoint(), new Point3d(-0.1479, -0.3612, 0.5913));
light1 = new LightPointActor(new LightPoint(), new Point3d(-0.3, 0.24, 0.45));  //F L U; Left light
light2 = new LightPointActor(new LightPoint(), new Point3d(-0.28, -0.21, 0.45));

Farther down in the cockpit class, the intensity and range of the emitters are set. The first number is for intensity, and the second is for range. The original lines have been rem'd out. Note that the left light was given half the intensity of the other. I made both identical, as well as slightly increasing their range so as to mitigate against the harsher spotlight effect.

Code: [Select]
    public void toggleLight() {
cockpitLightControl = !cockpitLightControl;
if (cockpitLightControl) {
//     light1.light.setEmit(0.5F, 0.25F);  //left
//     light2.light.setEmit(1.0F, 0.25F);  //right
    light1.light.setEmit(0.95F, 0.35F);  //left
    light2.light.setEmit(0.95F, 0.35F);  //right
    setNightMats(true);
} else {
    light1.light.setEmit(0.0F, 0.0F);  //left
    light2.light.setEmit(0.0F, 0.0F);  //right
    setNightMats(false);
}
    }
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WxTech

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Re: WxTech's A6M2 cockpit re-work
« Reply #22 on: May 12, 2021, 01:05:00 AM »

To show how the gauges having cut-out 'windows' should have some black backing so that no other surfaces ahead of the gauges can be seen through any gaps, here's a view using the mesh viewer utility. I've positioned the viewpoint so that the near distance cutoff slices through both the artificial horizon and magnetic compass, revealing how the strategically placed black backing ensures that, from any permitted POV in the cockpit, one cannot see other than a black interior through gaps in these instruments.

This black texture is specially made for the purpose, remaining completely black under all lighting, and having no specularity.

Many are the cockpits where some care was given to just this concern. But falling short, by using existing textures that are decidedly not fully black and/or having specularity. This then results in the instrument openings revealing an unrealistically bright interior.

This true, dead black texture is what the doctor ordered.  ;)

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WxTech

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Re: WxTech's A6M2 cockpit re-work, second release
« Reply #23 on: May 12, 2021, 02:38:23 AM »

May 12, 2021: Updated version, hopefully in what I can call a 'final' state. Includes 4.12/BAT compatible cockpit class. Completely replaces the first, interim version. Download link (same as before) in the top post, with updated readme file contents there also.
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