Knight26-77
Rear Admiral
Loving this progress, and the idea of drawing in more of the fighter closeups.
Awesome!Just thought I'd drop a quick update - I'm still working on the extended side views for the hangar sequence, but I've at least made a start on all five WC1 ships. The closest to being finished is the Raptor:
View attachment 13741
Original art for reference:
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After pondering my wrap-around cockpits I've decided the best way to properly support ultrawide without the awkward (lack of) perspective is to bite the bullet and go 3D. This will just be another option. The wraparound 2D cockpits don't look so bad at 16:9, but really start to break down quickly beyond that. 3D cockpits also allow things like padlock view (something I've always wanted in a WC game), and perhaps someday VR support.
It's very much work-in-progress (especially everything outside the cockpit), but this is how the Hornet looks so far:
View attachment 13742
I've had to mutate it a little from the 2D original just to make a little more physical sense, but I've done my best to keep it as faithful as I can though (with my terrible modelling/texturing ). It directly uses as much of the original art as possible.
Here's a still image at higher resolution:
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Hopefully later someone who knows what the heck they're doing makes something better.
The 3D cockpits will delay things a bit but I think they'll be worth it. The day job is also pretty busy at the moment, but progress continues.
It's pretty common in combat flight simulators, where your view always faces your currently-locked target. Very useful for dogfighting if you aren't using a head-tracking setup (e.g. TrackIR) or VR!What is a padlock view?
I'll finish the current exterior texturing for the Hornet (only the minimum visible surfaces are represented in the model), then I'm planning on doing a pass on the other four WC1 ships... By the time I'm finished that, I may be able to improve the earlier ones like the Hornet. I'm hoping some parts can be shared between the cockpits - including the pilot if I do end up having a go at modelling one... They'd just be a headless stand-in with moving arms/legs; matching the original art/style as closely as I can, which is pretty much my aim with everything here.Also, what is your plan on the 3D cockpits? Refine the current one before moving on to the next?
What if the currently-locked target goes under your ship? You see your legs?It's pretty common in combat flight simulators, where your view always faces your currently-locked target.
Yep, that's how it generally works. Some simulators do limit the possible head positions/angles for padlock, e.g. you don't look directly behind, but over your shoulder, and so on. I'm not sure yet what I'll do there.What if the currently-locked target goes under your ship? You see your legs?
The ancient software I'm using is only capable of low-poly modelling anyway, so it should be fine. Even older Raspberry Pis should have zero issue with these (cockpit+outside should end up around ~250 triangles once I finish optimising it, maybe ~500 or so including the pilot at a rough guess).I assume pilot model will consume much more polygons, right?
Just thought I'd drop a quick update - I'm still working on the extended side views for the hangar sequence, but I've at least made a start on all five WC1 ships. The closest to being finished is the Raptor:
View attachment 13741
Great arrangement, but may I suggest a change of attribution? While George "The Fatman" Sanger did work and musical direction, he has always credited Dave Govett as composer of the Wing Commander I theme. For example, in the description of the Wing Commander I album on Bandcamp:Here's the first track I feel is ready enough to demonstrate:
I've made a start on most of the WC1 music, and about half of what I've started is close to being "finished" (first full pass anyway). I'll eventually use these as the basis for a General MIDI version, but I'm enjoying working on this "rendered" version in the meantime. The intent is that both this rendered version and the eventual GM version will both be available as mods for Confederation.
I'm not sure where I first learnt that. I credited Dave Govett for my 2009 community orchestra arrangement, long before the album I linked above went online. I even exchanged a couple of e-mails with George Sanger about it. But in my oldest e-mails on the subject I was already acknowledging Dave, so he didn't need to correct me on the subject.It was Chris’ idea to have a tune for you chasing a missile. Have a tune for the missile chasing you. Have a tune for when your wingman’s been hit. He had no idea what the best situation would be or the musicality of it, but fortunately, David wrote the interactive battle music, as well as the main theme for Wing Commander.
Oh oops, thanks for that! I've put a correction in the video description - it's an unlisted video so I probably won't re-upload it for now, but I'll make sure to go through the others on that Bandcamp page to make sure I get the attributions correct in future...While George "The Fatman" Sanger did work and musical direction, he has always credited Dave Govett as composer of the Wing Commander I theme.
So for years before Confederation, and in the meantime since, I've made numerous attempts at patching the original DOS Wing Commander - first and foremost to fix the speed limiting. Well, recently I made a huge breakthrough as my understanding of the EXE hit a critical mass. So hopefully within the next couple of weeks, I'm going to be releasing a pretty huge fan patch which fixes the lack of speed limiting - and a bunch of other things besides.But I just cannot stand these fluctuating framerates of old anymore, give me consistency!