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LCpl Aaron

Cockpit flight Instruments Tutoiral.

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Are the flight instruments just textures? i have done a search but i dont really know where to start with the instruments so im looking for guidance to try to figure this out.

http://www.airplane-pictures.net/images/uploaded-images/2013-3/21/277132.jpg

That is the cock pit i will be creating, ultimately i want to use that MDF and key interactions to display different screens but the first thing i want to do is get the Artificial horizon working properly and as many of the other gauges as possible for a realistic flight model. The modeling and the UVmapping part wont be an issue i just down know where to start to get these gauges even half way functional. is possible to model them instruments out and then trial and error the animations until the guages read an approximatly correct reading? i have looked at some BIS examples and from what i can tell most of them are digital in nature but i am trying to do more of an analog style cock pit as you can see by the picture above.

Any help or resources on the matter would be greatly appreiciated,

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The instruments are done via animation of model parts/pieces. On a car for example, all the needles (rpm, speed, fuel,...) are selections which have animations defined in model.cfg

The game has different animation sources - e.g. rpm and speed. With this source you can controll an animation, for example the fuel could be a regular dial (rotating animation), or it could be a bar that rises/lowers (translation animation).

Check here for animation sources and more informations

You should find the horizon sources you are looking for there as well.

Maybe have a look at the "oldschool" Cockpits of Arma 2 Sample models - you could just copy&paste the animations from their model.cfg and adjust the names for your model.

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Thanks Fennek, i finally found a cock pit with analog controls in the sample files analog sounds pretty simple now HA. Is there any resources on all digital gauges? or creating your own digital PiP guages?

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apart from rotation and translation there is also the hide "animation" type, which hides/unhides geometry, depending on the source. This is propably how the Buttons/lights are done (e.g. gear down lights). I don't know if/how a digital number display could be done however.

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