Norby wrote: Make a hole on your HUD using more images around or a .png with transparent part.
Then set your ship's view_position_* variables from shipdata.plist into shiplib.js and adjust until you see the ship model centered in the hole. Then set the VSize and VZoomSize variables in telescope.js to fill the hole.
Ok, I'll try that and see how it looks
I assume you mean these variables in the telescope.js file?
this.$TelescopeVSize = 1; //size of the visual target with online weapons (between 0 and 10, default: 4)
this.$TelescopeVZoomSize = 1 //zoomed size of the visual target with offline weapons (between 0 and 10, default: 6)
Norby wrote: Check on 4:3 (normal) and 16:9 (wide) screens also. I set my windowed mode to 4:3 and my fullscreen is 16:9 and tested with repeated F12 presses. There are a compensation in the code which surely need to be adjusted further due to can not handle positions out of the top center region.
Yes, I have tested with 2 different player ships already, works well the ship in the "targeting computer" doesn't seem to shift at all, even on different resolutions. More playtesting though to confirm that.
Norby wrote:In Oolite v1.79 view_position handled automatically which is bad for you due to skip the whole shiplib.js in the 266. line of telescope.js. You can comment it out and I can make a change in telescope to detect your HUD or you can include the relevant functions from my code into your HUD (in the last case the hole on your HUD will not be empty if Telescope OXP is not installed).
Yes, I saw that line when I was cycling through your well commented code
no worries there, thanks. I can load a specific image in the hud to overlay that part of the targeting computer when Telescope is not installed.
Norby wrote:ships without shaders are easy:
That is exactly what I had in mind, just better looking models, but no shaders. Thanks for the info.
Norby wrote: copy shipdata.plist to effectdata.plist or insert into if exists in your ship OXP.
That was exactly what I was looking for. Now I can load some different ships.
Then with all other shipsets
, then with other 161 ship OXPs in [wiki]OXP_List[/wiki], then every time when a new ship is made. So you will not be bored for a long time if you start to do it.
I was only thinking about doing the stock ones in BBS core and BBS. I will put an effectdata.plist in there as an option for the players who would like that and are using my remakes.
(even a wireframe version of those ships would be very easy to do -they will not be loaded into the game as NPC's or playerships - no roles and no shipyard entries)
All the others will show up as they are.
Maybe you can finish earlier if you learn Object Oriented C and help to make the needed changes in the core.
Hahahaha, yeah, as soon as my grandmum has decided she will take flying lessons, I am willing to take that challenge.
Thank you for all the useful info, will put that to good use.