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Timberwolf Cockpit (Low-Poly)


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#21 CaveMan

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Posted 03 September 2012 - 08:00 PM

Started work on the front console and added some extra instrumentation on the canopy frame. The heat gauge texture is just a placeholder.
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#22 CaveMan

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Posted 03 September 2012 - 10:36 PM

I made the glare shield more angular and added some dimmer rheostats* for the cockpit lighting, plus a warning lights panel above the main consoles. And that pretty much takes care of the front panel geometry. The remaining texture work is pretty simple so I'm going to wait and fold it in with another part of the mesh. I made the housings for the canopy-mounted instrument panels a bit smaller too.
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*Jesus Christ, the swear filter on this forum is out of control. I can't say "kn0b"?! That's not even a naughty word in North American English!

Edited by CaveMan, 03 September 2012 - 10:44 PM.


#23 CaveMan

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Posted 04 September 2012 - 01:09 AM

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Expanded the new center pedestal a bit to make it more natural looking.

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Added some storage bins (for things like fuses, maps, survival gear) to the left console and mounting points for 4 extra MFD screens (1 left, 3 right).

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A rear-facing view to show the finished overhead panel and night lights in perspective.

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And one with the ambient light turned off so you can see the night lights in action.

#24 Stormwolf

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Posted 04 September 2012 - 02:00 AM

Nice.

So when are you gonna build the rest of the Timber Wolf? :D

Edited by Stormwolf, 04 September 2012 - 02:00 AM.


#25 CaveMan

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Posted 04 September 2012 - 03:05 PM

Got to meet one goal before setting another :wub:

#26 ForTheHive

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Posted 04 September 2012 - 03:17 PM

Nice job!
Dont forget to put the neurohelmet input console..bsc clansmen ought to have few buttons..as they control the mech by direct input from their helmet..
Keep up the good work,
Cheers

#27 Joe3142

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Posted 04 September 2012 - 03:37 PM

Nice, good job, looking neat, be good to see it once complete.

#28 CaveMan

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Posted 04 September 2012 - 03:39 PM

View PostForTheHive, on 04 September 2012 - 03:17 PM, said:

Nice job!
Dont forget to put the neurohelmet input console..bsc clansmen ought to have few buttons..as they control the mech by direct input from their helmet..
Keep up the good work,
Cheers


Sorry, no. Not even the Clans have "direct" neurohelmet control. They experimented with the direct interface tattoo stuff, but it drove the pilots insane and they stopped development. In any case that was nearly 100 years after the Timbie came along, so real buttons it is.

#29 Rataz

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Posted 04 September 2012 - 03:49 PM

Looks good! Glad to see people using the best (Blender!).

Are you going to make your own minigame in the bge maybe?

#30 Spectre Six

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Posted 04 September 2012 - 03:50 PM

I saw the title and I said, "Meh."

Looked at the pictures and I said, "TIMBER WOLF PLZZZZ TAKES MAH MONIEZ!!!"

#31 CaveMan

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Posted 04 September 2012 - 04:26 PM

View PostRataz, on 04 September 2012 - 03:49 PM, said:

Are you going to make your own minigame in the bge maybe?


I've thought about it.

I've also thought about what a colossal amount of work it would be just for an interactive cockpit that you could play around with, and I'd be having to learn how to use the Blender game engine from scratch.

I would really desperately love to try and build a Falcon 4-style "study sim" focused on one 'Mech chassis (and what better 'Mech than the Timberwolf to make the subject of a simulator?). But that's far from a one-man project, and I don't have a team of programmers locked in my basement waiting to do my bidding.

Oh, but to have infinite money and resources!

#32 CaveMan

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Posted 04 September 2012 - 10:55 PM

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Installed the side panel MFDs.

Man, this has come a long way, and there's still so much more to do!

#33 CaveMan

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Posted 06 September 2012 - 02:22 PM

Gone out of town to go watch the air races in Reno, and I don't have my main computer with me, so I won't be posting any more updates until week after next.

Until then, enjoy some stills I haven't posted yet.

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#34 Magik0012

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Posted 06 September 2012 - 02:38 PM

Excellent work so far! Looking forward to more coolness!

#35 Corleym

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Posted 15 September 2012 - 06:32 AM

this is greatr work, and the details on the MFD's and other displays is really awesome

#36 CaveMan

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Posted 18 September 2012 - 06:27 PM

Well I'm back from my whirlwind tour of Oregon, California, and Nevada. I should have an update to the project in the next day or so.

#37 CaveMan

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Posted 19 September 2012 - 07:42 PM

Got a little more work done today.

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A bit more detail on the center console.
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And an annunciator panel full of alerts and warnings.

#38 CaveMan

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Posted 21 September 2012 - 01:06 AM

A little more work done tonight.

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More detail on the center pedestal console.
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Textured the joystick.

#39 Husher

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Posted 21 September 2012 - 01:21 AM

Any chance of seeing the wireframe? And out of curiosity, are you adding any normal/spec maps? So far it looks really nice. Looking forward to the finished product.

Oh, and a note on the BGE - anything more complex than simple platformer games require a bit of scripting. I imagine toying around with buttons and switches in a cockpit would need at the very least a mouse follow script ... Easy enough to find online, I don't doubt, but better if you're knowledgable in python.

Edited by Husher, 21 September 2012 - 01:28 AM.


#40 CaveMan

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Posted 21 September 2012 - 12:26 PM

View PostHusher, on 21 September 2012 - 01:21 AM, said:

Any chance of seeing the wireframe?


Just because you asked :P

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11784 faces/12728 vertices now.

Eventually all of the textures will have normal and specular maps. Right now I've only added them to the center pedestal and the joystick, and I haven't baked the normals yet so I'm just using the starting heightmaps as a placeholder.

Edited by CaveMan, 21 September 2012 - 12:27 PM.






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