Author Topic: RTF MultiView Pack 1  (Read 2979 times)

tgep

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RTF MultiView Pack 1
« on: November 22, 2008, 10:06:14 PM »
MultiView configs for 20 RTF Fleet ships.
MultiView Plugin module and documents included for those who don't have it. WinZipped with correct file path. Unzip and read the README FIRST document before installing.


The files in this first package are for the following RTF Fleet ships.
**********************************************************************
QJ210 ( USS Sydney )
QJBay ( Single bay Battlestar )
QJBStar ( Duel Bay Battlestar )
QJC1 ( Colonial-1 )
QJFF ( FireFly 2008 )
QJFFSL ( Left FF Shuttle )
QJFFSR ( Right FF Shuttle )
QJFlat ( Flatbed Repair Ship )
QJPARK ( SpacePark Aries )
QJTOSBS ( Nova class Battlestar )
QJXHD ( Venus Rising )
QJMV ( Prototype viper )
QJVMI ( Original series Viper )
QJBlkBrd ( Stealth Viper prototype )
QJRAP ( Raptor )
QJRaider ( Cylon Raider MK-II-A )
QJJosie ( Joltin Josie ground support/ assault fighter )
QJBRS ( Jester class shuttle )
QJPOD ( USS Sydney class cargo shuttle )
QJPJ ( PuddleJumper )
***********************************

How to use:
*************
1) Make sure the ship is running in your scenario.

2) Jump in the cockpit of the ship.

3) Make sure your camera view is set to internal.

4) press F4 / Custom / Camera Views/OK.
This will open a dialog in the center of your screen. Drag the box over to the side of your screen so it is just above one of your MFD displays and on the side. Now you can close the F4 Custom dialog box.

5) You will see two buttons on the Camera Views menue. Pressing the left ( Next ) side button will allow you to cycle through all the camera views avalible for that ship in its MultiView configuration file. The right side button allows you to select the camera currently being seen as the DEFAULT VIEW.

6) To exit, close the dialog box and switch your internal camera using standard Orbiter control keys.

NOTE: If you change to a diffrent vessel, you must re-open the Camera Views menue in the F4/ Custom Dialog box.

Special Notes:

Several of the views seen in these files mirror those in the custom modules. There are several views that are repeated in the Venus Rising. This was done ON PURPOSE for the following reason. The first several views are for flight opperations. The remaing views ( which start with you facing the ladder in the foreward lounge ) are for the VIRTUAL TOUR of the inside of the Venus Rising.

UPDATE:
Final release link:
http://www.4shared.com/file/73505177/dd239923/RTF_MultiView_Pack_Release.html

Overwrite ALL prior MultiView files
NOTE: If the linkabove does not work, you can also get it here.
« Last Edit: March 20, 2011, 02:44:32 PM by tgep »
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Jon

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Re: RTF MultiView Pack 1
« Reply #1 on: November 23, 2008, 05:48:10 AM »
Cool.
I never used Multiview before and it allows me to see how crappy the textures are up close. :o

That's one of the issues with doing models. If I use BIG texture I get crisp detail but it really wacks the FPS.

I did notice a model problem in one area where you could see the ground. I'll have to check to see if it is really a model issue or just a clipping issue.

I also noticed a quite a few places where I have to chage textures or the model to give a less blended look. The chairs are the best example of this.


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tgep

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Re: RTF MultiView Pack 1
« Reply #2 on: November 23, 2008, 09:18:44 AM »
Some of these issues are esily resolved by changing the field of view. Use standard Orbiter controls for that and it doesn't interfear with the MV plugin. I use a 50 deg FOV by default but somtimes bumping it up to 60 or 70 will elimimminate clipping and show close up textures better. I've been thinking about those chairs. I'm wondering if a 2 piece chair wouldn't be better. A single piece back, seat, and base with a sepperate group for the arms. The Arms wouldn't need textures..... Just thinkin out loud.

I might already have just the thing we need but will have to check my extra bits and pieces files ..... If I don't report back in 3 hours, send out search teams to Gamma quadrent. LOL
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ChristopherT

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Re: RTF MultiView Pack 1
« Reply #3 on: November 23, 2008, 06:04:24 PM »
This is a test package for FLEET OFFICERS ONLY.

  This is an really great package and it brings out the best of RTF modeling!  Jon's always been good about adding a variety of views to his ships, but Multiview makes them feel lived in as well as good looking!
 
           ChristopherT
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tgep

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Re: RTF MultiView Pack 1
« Reply #4 on: November 23, 2008, 06:37:08 PM »
Thank you Christopher.
Multiview has also been instructive for me. It really gives you the oppertunity look at a mesh in detail and think about scaling of interiors.

I plan on going through all the RTF ships I have on my install and doing files for them. It's also a useful tool for non-.dll basic vessels because it allows you to create viewpoints for docking positions and any other areas of a ship you might want an external view for such as an aft viewer.

Most all the combat craft will have a default pilot view as close to the module view as I can make it as well as gun cams, docking cams, sencor cams, and in case of the Raptor, a co-pilot view and at least 2 interior cam views.
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Seahawk72s

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Re: RTF MultiView Pack 1
« Reply #5 on: July 01, 2010, 07:05:59 PM »
I have been working with Multiview and found that there is a 24 camera view limitation, correct..?
No problem really, but then found with a new view of a Battlestar bay I could not see the
attached ships. I played around moving from one bay to another but still no attached Raptors
even though I can see them when in an external view..

tgep

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Re: RTF MultiView Pack 1
« Reply #6 on: July 01, 2010, 08:03:06 PM »
I'm not sure why that is. I've noticed it before but didn't think much about it at the time.
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Jon

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Re: RTF MultiView Pack 1
« Reply #7 on: July 02, 2010, 04:23:15 AM »
No problem really, but then found with a new view of a Battlestar bay I could not see the
attached ships.

That may be a limitation of Orbiter. I know that attached objects can not be seen from any internal view. The reason is that Orbiter draws the external and internal views as separate processes. External ship elements such as beacons, exhausts and attachments are not drawn during the internal process. It's a bummer because at one time I wanted to use beacons as internal panel lights but I can't because they are just not drawn during the internal process. I have the same issue with the Flat Top ship. You can attach all kinds of ships any where on the deck but you can not see them from the bridge. There is a work around in DLL coding  to allow some elements to be seen but it really affects the FPS.


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tgep

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Re: RTF MultiView Pack 1
« Reply #8 on: July 02, 2010, 04:48:31 AM »
You can still see them launch with my MV files though.  8)
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Seahawk72s

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Re: RTF MultiView Pack 1
« Reply #9 on: July 02, 2010, 07:17:14 AM »
It's interesting that with the right internal bay view (QJBOSBS) I can see Colonial R still attached but
I am guessing that's because my pov has her framed in the open end of the bay seeing externally..?
I can then see her launch. Trying the same with the left internal bay view its not the same, no attached ships at all.
Same pov, no Colonial L.

Correction >> (Not correct, an error on my part, I can see both L & R Colonial ones with the internal camera)

Why do you suppose the internal view does not have the same reference as to attachment points..?
For example using an internal camera view watching ships or missles launch has them appear at some location under the ship.
« Last Edit: July 02, 2010, 03:52:11 PM by Seahawk72s »

Seahawk72s

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Re: RTF MultiView Pack 1
« Reply #10 on: July 02, 2010, 12:26:22 PM »
Are there other tools for determining a ships offset points besides using Orbiter Mesh Wizard..?

thanks..

>> Update: The "Camcontrol" module defines offset points as part of its function.
    It works for what I'm doing at this point.
« Last Edit: July 02, 2010, 03:57:07 PM by Seahawk72s »

Jon

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Re: RTF MultiView Pack 1
« Reply #11 on: July 02, 2010, 01:21:20 PM »
Why do you suppose the internal view does not have the same reference as to attacment points..?
For example using an internal camera view watching ships or missles lauch has them appear at some location under the ship.

It has a lot to do with  clipping distance. One of my Lords of Kobol ships has a similar problem from the bridge view in that a launched ship will appear as soon as it is outside the clipping distance which makes it look like it comes from a different place then the launch bay. Orbiter was never meant to do a lot of the things I've attempted and has not been designed to do so.  Attach points were designed for expendable boosters and stages. The internal view was restricted to the cockpit and EVAs close up were never planned.  A good example of the clipping problem is seen when using docking view in the Raptor. As you approach the dock you will visually pass though it even though the viewpoint even when docked is still in front of the dock. Orbiter wasn't designed to have that docking view so it didn't matter that the view point was off.


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Seahawk72s

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Re: RTF MultiView Pack 1
« Reply #12 on: July 02, 2010, 04:05:51 PM »
Thanks.
Understanding the simulation's thresholds and then exploring for work arounds makes Orbiter exciting.
Certainly for where you have taken RTF adds whole other levels to the experience.
You have my thanks.!

tgep

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Re: RTF MultiView Pack 1
« Reply #13 on: July 04, 2010, 11:45:04 AM »
We're always lookingfor ways to improve ship design and functionality within Orbiters framework while holding as close as possible to the spirit of TOS and the new shows ( with a few of our own ideas tossed into the mix )  ;D
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computerex

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Re: RTF MultiView Pack 1
« Reply #14 on: July 12, 2010, 05:39:53 PM »
Sigh, Orbiter has a funky way of rendering things. I wish particle streams/beacons/thrusters could be seen from the internal view, but they often aren't. But I was not aware there was a 24 camera view limitation on multiview O.o Can someone elaborate on that? You should be able to define an indefinite number of views.
cheers!