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Old 09-19-09, 06:34 PM   #53
karamazovnew
The Old Man
 
Join Date: Mar 2009
Location: Bucharest, Romania
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Noted on the Autreff, it fits very well.
I will not put a label for the gyroangle, but I'll extend the panel down a bit and fit in a nice Siemens 3d label.
The rounded bearing group will feature the AutoUpdate button (bulb), so it must stay as it is, as I don't have any other place for it (you can see it in the pic below, but it's not modeled yet).



The track angle dial has had it's glass removed. There's a small difference between it's sides and the other dials sides. If you look close enough you can even see the light bulbs on each dial (2 of them for each). Yeah, I know, I'm crazy.
There is no texture in that image. The metal material of the panel is a generic material with a Granite noise map added. The white marks on the dials are not textures, but polygons. Yes, each dial consists of a LOT of polygons; the bearing dial alone has 180 cap sections, if I remember correctly. But it allowed me to input very precise angles on them, and they look perfect at any resolution (altough at close range you can see the lines become bigger as they get to the rim, easy to fix but there's no reason). I know I could've made textures in Illustrator but even thogh I own about 4 versions of it (and 8 photoshops including a floppy disk 2.5 version), I've never learned it .The final images that the game will use will be 1200x1200 pixels compared to the current 768x768 that the game uses. It will look great for high resolutions, but I'll need to alter the text on a few dials to make them visible at lower resolutions. So the final mod will have them as an option. Also, there's no way I can dinamically check the number of torpedo tubes of the sub, so I'll make variants for 3/5/6 tube subs. I'll also throw in very big clean dials for refference along with my Office macros used for positioning.

One problem I ran into are the switches on the non circular torpedo dials (the speed/detonator/selection). I had hoped to find a way to link each position to a different image, but I didn't . I'll need to be carefull about their highlights, otherwise their rotation will look weird in the game (as the original ones do ). Shadows will be offset dials that will rotate with the needles to create the moving shadow illusion.

Anyway, this is just the first part, but I'll implement them into the game asap. After that I'll need to rework the entire layout page (order bar), just as OLC did. Only then can I go back to cleaning up the scope screens, making new backgrounds for them and making an AOBF and Attack Disk I can't wait to finish it, me wanna play
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