Author Topic: Mech and Vehicle Cockpits  (Read 1426 times)

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Offline nan0byt3

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Mech and Vehicle Cockpits
« on: November 23, 2007, 03:36:27 AM »
I was just wondering what would be the preferred view mode when in the cockpit of a mech/vehicle.  Obviously in-cockpit, but should the pilot have a 3d cockpit with windows and a panel with all the gadgets, or should the pilot have a special type of helmet with HUD in it that connects to the mechs sensors, making the hud more like MW4, with the heat etc semi-trans?  Or maybe an option to toggle between both?

Offline Defender

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Re: Mech and Vehicle Cockpits
« Reply #1 on: November 23, 2007, 05:00:52 AM »
I'd hope it would be preferable both ways.
Personally, I'm a cockpit person, in the 4 years I played MW3, I spent the majority of my time in the cockpit. I was dissapointed with Mech4's cockpits. It looked like more emphasis was placed on 3rd person combat than 1st person perspective.

I'm not designing the interface tho, but I'd hope it would be a more 2D Mech4ish HUD in third person, but actual screens and displays and no real "HUD" in the cockpit unless you had a special eyepiece attached to your neurohelmet or something. In a perfect world, the screens and monitors, sensors and graphs in your cockpit would guide you, and immerse you a bit more as you feel more as if you're really interfacing with the machine, rather than being the machine.
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Offline thezeus18

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Re: Mech and Vehicle Cockpits
« Reply #2 on: November 25, 2007, 11:47:15 PM »
I'd hope it would be preferable both ways.
Personally, I'm a cockpit person, in the 4 years I played MW3, I spent the majority of my time in the cockpit. I was dissapointed with Mech4's cockpits. It looked like more emphasis was placed on 3rd person combat than 1st person perspective.

I'm not designing the interface tho, but I'd hope it would be a more 2D Mech4ish HUD in third person, but actual screens and displays and no real "HUD" in the cockpit unless you had a special eyepiece attached to your neurohelmet or something. In a perfect world, the screens and monitors, sensors and graphs in your cockpit would guide you, and immerse you a bit more as you feel more as if you're really interfacing with the machine, rather than being the machine.

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Vehicles: I completely agree with you, the hud should be present in the game world, instead of just something seemingly plastered on to your real life screen. For designing the mech interiors, you might want to talk with Tripwire, the guys who made the "Red Orchestra" mod (later upgraded to a full fledged, retail, standalone game) for Unreal 2004. I have not played it, but I read that the realism with which they handled vehicles was quite unique. The gunner couldn't aim with the mouse, and when he looked around he just saw the vehicle interior, so he relied on the driver to aim. Or something like that.

I think, in a 'Mech, the HUD could be sprayed onto the 'Mech's cockpit windshield from a projector at the base of that windshield. In a Tank or a 'Mech in which there is no windshield, the warrior would have to have a helmet that allows a toggleable full 360 degree view or something.

Infantry: Could the infantry HUD be an upgrade that must be purchased (cheaply)? I imagine, before you purchase the HUD, having a system like that of King Kong:

"By default, there’s no HUD (heads-up display), meaning players can’t tell how much health or ammunition they have by looking at numbers on screen. Alternatively, and more realistically, they must rely on more organic practices for this information. For instance, when Jack’s health is low, his vision will be distorted, and his heart will begin to beat. Furthermore, when players reload their gun, Jack will say how many clips he has left."

After you purchase the HUD, it could visually be a projector that sprays the readouts (health, ammo, targeting data?) onto the visor of your helmet, or a thing attached to the corner of your helmet that actually bobs in front of you. Whatever it is, it should render like your gun does, in-world, instead of seemingly pasted to your real-life monitor. Theoretically, the infantry HUD would be connected to a variety of biological health monitors attached to your chest and legs and stuff (like the Crysis Nanosuit or HL2 HEV), as well as to the ammo pack (on the infantryman's back?).

Offline Dark Riot

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Re: Mech and Vehicle Cockpits
« Reply #3 on: November 26, 2007, 01:42:18 AM »
On the mention of HUD's and cockpits.. Does anyone know if Neurohelmets covered the eyes of the pilot or did they just sit on top of the head. If it did, you could probably have the HUD over the eyes like that or something.

Also. I've always imagined the HUD as being a holographic image that (as thezeus said) sprays up, but in my case it's just a 2d image that goes straight up. And now after reading that section of the post I realize he meant something different...

I just thought of something.. Is static from being hit by a PPC going to be added? Or possibly added in later versions? I've always enjoyed that effect.

Offline thezeus18

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Re: Mech and Vehicle Cockpits
« Reply #4 on: November 26, 2007, 06:48:59 AM »
That's another interesting idea, Dark Riot, a holograph in front of you. It'd make you kind of noticeable though.

Offline Dark Riot

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Re: Mech and Vehicle Cockpits
« Reply #5 on: November 26, 2007, 01:31:00 PM »
Well I kind of meant inside the cockpit, but it was in response to your previous comment about the HUD being sprayed up. I original thought you meant it would be displayed on the ferroglass. As I was typing I realized what you meant and didn't bother to take the idea out. It's essentially the same thing as what you said.

Offline nan0byt3

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Re: Mech and Vehicle Cockpits
« Reply #6 on: November 26, 2007, 04:27:10 PM »
i just did a bit of reading up on neurohelmets and how they work.  according to http://en.wikipedia.org/wiki/Neurohelmet they have a split screen, bottom half shows 180 in front, and top shows 180 behind.  now is it possible for the cryengine to show 2 seperate views split screen?  if it is then i could design a ui based on the split screen, say with balance and other stats sitting on the split line.

for the 'in-cockpit' view though, it may be a bit harder to implement a ui for it, because the ui is 2d made 3d by the scaleform GFx.  a custom UI would need to be done for each mech with a differently designed cockpit (different view windows).  although it may be possible to script the ui to *attach* to the main view window, its hard to tell just from reverse engineering the UI .swfs.

same goes for vehicles. except maybe not the dual 180 view.

as for infantry, instead of having an eye patch of sorts, just have the ammo/energy readouts on the weapons themselves. as suggested earlier injury could be realized by screen effects, more motion blur, reddening of the edges.  maybe for a purchase a full face visor with stats could be utilised.  just make the visor have a curved transparent look to it, with a pulse for vitals, and an ammo/energy readout, and a minimap/radar.

anything about the UIs in the sdk would help, but i will do my best without it.  im currently making a list of functions used in the original UIs, so maybe i can translate them to use in the new ones.

Offline nan0byt3

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Re: Mech and Vehicle Cockpits
« Reply #7 on: November 26, 2007, 05:24:24 PM »
an example for neurohelm split screen (for mech/vehicle)
and infantry helm

EDIT: removed the cruddy huds (even i shudder at the look of them now)
oh well.
« Last Edit: November 28, 2007, 05:57:42 AM by nan0byt3 »

Offline nan0byt3

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Re: Mech and Vehicle Cockpits
« Reply #8 on: November 27, 2007, 12:25:20 PM »
well them huds were pretty basic, so i thought i would work on the main menu graphic.  if its any good ill render the whole animation and see if i can get it into flash, with some actionscript.

also if anyone wants to add me to msn to collaborate real-time its mathewtodd84 at hotmail dot com.

i reckon a techie welding a mech in a bay would look great behind them doors.
« Last Edit: November 28, 2007, 07:29:18 AM by nan0byt3 »

Offline Ack!

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« Last Edit: November 28, 2007, 04:41:06 AM by Ack! »

Offline thezeus18

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Re: Mech and Vehicle Cockpits
« Reply #10 on: December 02, 2007, 07:25:33 AM »
i just did a bit of reading up on neurohelmets and how they work.  according to http://en.wikipedia.org/wiki/Neurohelmet they have a split screen, bottom half shows 180 in front, and top shows 180 behind.  now is it possible for the cryengine to show 2 seperate views split screen?  if it is then i could design a ui based on the split screen, say with balance and other stats sitting on the split line.

for the 'in-cockpit' view though, it may be a bit harder to implement a ui for it, because the ui is 2d made 3d by the scaleform GFx.  a custom UI would need to be done for each mech with a differently designed cockpit (different view windows).  although it may be possible to script the ui to *attach* to the main view window, its hard to tell just from reverse engineering the UI .swfs.

same goes for vehicles. except maybe not the dual 180 view.

as for infantry, instead of having an eye patch of sorts, just have the ammo/energy readouts on the weapons themselves. as suggested earlier injury could be realized by screen effects, more motion blur, reddening of the edges.  maybe for a purchase a full face visor with stats could be utilised.  just make the visor have a curved transparent look to it, with a pulse for vitals, and an ammo/energy readout, and a minimap/radar.

anything about the UIs in the sdk would help, but i will do my best without it.  im currently making a list of functions used in the original UIs, so maybe i can translate them to use in the new ones.

Ok, I'm just guessing, but I think that the split-screen 180 in front + 180 behind neurohelmet view will probably have to be scrapped for balance reasons unless you can destroy/disable the cameras linked to it.