anyway, so as i'm only doing (re)texture(ing) work at weekends, i've been fiddling with what i had previously claimed to be pretty much final . turns out it wasn't. far from it. so i redid the entire cockpit, moved the gauges around to where my reference pics would have them, added a few bits'n pieces like additional switches, warning lights and labels and am closer to being done with that part. note, closer, not done... the fire extinguinsher switch to the right is just temporary (not being helped by the fact that the cockpit textures are severely stretched on the outside edges- just look at the leftmost switch and how it appears in the texture - interesting, yes very much so. that fire switch is very likely going to be modelled in 3d, then rendered to a pic, then a simple template will be created based on that render, put in the car and will then be morphed and transformed until i feel it looks right. then the actual rendered pic will be distorted & transformed in a similar way, a few shadows will be added and then that's done (i should think).
oh yea, those needles haven't been readjusted in the .3do yet. i've done that to test if what i was doing actual makes sense, and yes it does. lol. but note the rpm - it maxes out at 10k whereas the car actually does close to 12k there - so i need to fix the rotation value in the .exe as well. i'm not sure if i would want to do that. maybe someone could help me out with a patch for gem? that would be the "easiest" way - depending on how hard rotating one such needle would be. otherwise there's still the backup of the old gauge scale i'd prefer the real one though
regarding the actual dash. i am aware that, as it is, it is quite dark(ish). i will brighten it somewhat - though that's a matter of taste and screen adjusting mostly. i've got a crt and a tft next to each other. the crt shows the cockpit considerably brighter, although it is set up very dark - whatever. also check that there is two versions of the dashboard cloth / leather. one is a rather dark leatheresque thing and the other is something, well i don't know the actual name for - some fuzzy velvetish stuff with fluffy threads (lol). according to my references the latter is the actual cloth, just varying from rather light to almost black over the course of the season. i guess they didn't bother cleaning off the oil, dust and grime after every race .
onto the steering wheel. these are now scaled down. came out okay. it's just that for some reason, when i feed winmip2 a 16bit texture it bands some colours. i don't know why, especially since i resample all my textures down to 256c then up the colour resolution to 24bit rgb (so those pixels should still only have 256 colours, right?) before i import them into winmip2. well, whatever, right now i have got about 8 variations of the steering wheel (from very light to dark and scratched - what you see in the brands shot) - there's going to be a few more, as right now the actual wheel part is way to dark - notice the dark band? that's what i meant above.
next up i will dive into making the padded sidewall. does anyone have a nice closeup shot of that pattern? head-on shot of the headrest would be awesome (same pattern and it's a flat surface).
well that's it for now, here are a few screenshots.
note regarding mip settings - i saved these as 0 mips, with mips=1 or anything else the lettering in the gauges gets blurred so mips >0 is not an option for me, but anyone can change that to his or her liking with winmip later on, i guess.
Edited by sky, Jun 01 2009 - 07:35 AM.