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falcon4:tools:cockpiteditor [2007-07-07 01:35]
snakeman created cockpiteditor initial page
falcon4:tools:cockpiteditor [2017-10-07 01:23] (current)
snakeman http to https switch.
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 Both java 1.4 or 1.5(or 5.0 as they say) machine work. Both java 1.4 or 1.5(or 5.0 as they say) machine work.
  
-**With java installed, download the file from** [[http://​homepages.dcc.ufmg.br/​~mribeiro/​falcon4/​cockpitEditor-4.0.3b.tar.gz|here]],​ or additionally from PMC Tactical ​[[http://tactical.nekromantix.com/​f4/​downloads.php|downloads]].+**With java installed, download the file from** [[http://​homepages.dcc.ufmg.br/​~mribeiro/​falcon4/​cockpitEditor-4.0.3b.tar.gz|here]],​ or additionally from [[https://www.pmctactical.org/​f4/​downloads.php|PMC Tactical Falcon 4 Downloads]].
  
 The tar.gz file can be opened with winzip and other archiver tools, I guess winrar handles it well, and there was also a free one(powerzip i guess). The tar.gz file can be opened with winzip and other archiver tools, I guess winrar handles it well, and there was also a free one(powerzip i guess).
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 Go to the folder you unzipped the program and look for a cockpitEditor.bat(or cockpitEditor.sh on unix systems). Execute it and the program main window will appear. Go to the folder you unzipped the program and look for a cockpitEditor.bat(or cockpitEditor.sh on unix systems). Execute it and the program main window will appear.
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_mainWindow.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_mainWindow.jpg}}
  
 In windows, a prompt window will also appear(a "​DOS"​ window). Dont close it, java writes its output to this window. If you get memory problems, try adding the following to the java line in the cockpiteditor2.bat:​ -Xmx256M, this will increase memory pool java machine uses. So the line looks like: In windows, a prompt window will also appear(a "​DOS"​ window). Dont close it, java writes its output to this window. If you get memory problems, try adding the following to the java line in the cockpiteditor2.bat:​ -Xmx256M, this will increase memory pool java machine uses. So the line looks like:
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 It may take some moments while the program loads, and when it finishes, youll have 2 more windows, one for template and other for panels. The panel window also has a menu, with all panels, so you can access them directly. It may take some moments while the program loads, and when it finishes, youll have 2 more windows, one for template and other for panels. The panel window also has a menu, with all panels, so you can access them directly.
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_panelAndTemplate.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_panelAndTemplate.jpg}}
  
 Program will start in view 1100, as falcon does. To change to adjacent panels, use the numpad, as you would in falcon(if it doesnt work, press the NUMLOCK key). The panel you see is called the current panel. To view its properties, use shift P. To delete the current panel, use shift del. To create a new one, use shift insert. Program will start in view 1100, as falcon does. To change to adjacent panels, use the numpad, as you would in falcon(if it doesnt work, press the NUMLOCK key). The panel you see is called the current panel. To view its properties, use shift P. To delete the current panel, use shift del. To create a new one, use shift insert.
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 After you press shift + insert, program will ask you if you want to create a new panel. Say yes, and the panel properties window will show, all fields blank. You have to fill all values correctly, so this can be a bit hard. Lets walkthrough it: After you press shift + insert, program will ask you if you want to create a new panel. Say yes, and the panel properties window will show, all fields blank. You have to fill all values correctly, so this can be a bit hard. Lets walkthrough it:
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_pp-main.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_pp-main.jpg}}
  
 //​PanelID//:​ a number identifing the panel, must be unique among all panels. My program will probably be able to generate this automatically in the future, but that has some consequences(some users like to choose their own id, so Ill make this optional, but not right now). Some IDs are special. 1100 is the main ID, falcon uses it when you get in cockpit. There is also the co-pilot id(5100), the wide view id(**XXX**),​ the ghost mfd id(**XXX**). There is also the altpanel id, defined in the manager session by the altpanel = id; . I dont know how this altpanel gets called. ​ //​PanelID//:​ a number identifing the panel, must be unique among all panels. My program will probably be able to generate this automatically in the future, but that has some consequences(some users like to choose their own id, so Ill make this optional, but not right now). Some IDs are special. 1100 is the main ID, falcon uses it when you get in cockpit. There is also the co-pilot id(5100), the wide view id(**XXX**),​ the ghost mfd id(**XXX**). There is also the altpanel id, defined in the manager session by the altpanel = id; . I dont know how this altpanel gets called. ​
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 //​Masktop//:​ falcon uses this to save FPS. It basicallly means, if your panel covers some part of the window, do not draw the rest. So this is a number saying how much we shoud render in the 3d world. Xis tutorial tells never use a value of 0, so the program accepts anything in the range 1(panel covers everything) to Y resolution(render everything in the outside world). //​Masktop//:​ falcon uses this to save FPS. It basicallly means, if your panel covers some part of the window, do not draw the rest. So this is a number saying how much we shoud render in the 3d world. Xis tutorial tells never use a value of 0, so the program accepts anything in the range 1(panel covers everything) to Y resolution(render everything in the outside world).
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_pp-buffer.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_pp-buffer.jpg}}
  
 //Buffer//: the background image. Use the browse button to choose one, or just write its name. Program will use a single surface, covering the entire panel(as per BMS2 optimizations). Surface editing is not possible, I dont know if ill get into that, because with BMS2 its not really useful anymore. If pit builders want it, Ill end up doing this.  //Buffer//: the background image. Use the browse button to choose one, or just write its name. Program will use a single surface, covering the entire panel(as per BMS2 optimizations). Surface editing is not possible, I dont know if ill get into that, because with BMS2 its not really useful anymore. If pit builders want it, Ill end up doing this. 
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 If you leave buffer blank, program will consider a blank background. If you leave buffer blank, program will consider a blank background.
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_pp-adj.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_pp-adj.jpg}}
  
 //Adjacent panels//: these are the adjacent panels of this panel. So when you use your hat switch up, you will go to the NORTH panel indicated here. So, fill all adjacent panels you want here, use -1(or the empty button) to mark it as a invalid link. This means the pilot wont be able to go into this direction. ​ //Adjacent panels//: these are the adjacent panels of this panel. So when you use your hat switch up, you will go to the NORTH panel indicated here. So, fill all adjacent panels you want here, use -1(or the empty button) to mark it as a invalid link. This means the pilot wont be able to go into this direction. ​
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 The goto button is used if you want to go to the panel in the field(click the goto), so it changes the current panel. The empty button mark that link as invalid(-1),​ so the pilot wont be able to go to that direction in game. The goto button is used if you want to go to the panel in the field(click the goto), so it changes the current panel. The empty button mark that link as invalid(-1),​ so the pilot wont be able to go to that direction in game.
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_pp-comments.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_pp-comments.jpg}}
  
 //​Comments//:​ all objects can have comments, which is a way of describing the object the way we want. Comments are lines beginning with double slash, C style comment ( double /). These lines are ignored by falcon, so they are there just to make the file easier to read by humans. You can write anything in this panel. IIRC, when I made this I checked to see if line started with double /, so you dont need to write them. But im not sure :-) //​Comments//:​ all objects can have comments, which is a way of describing the object the way we want. Comments are lines beginning with double slash, C style comment ( double /). These lines are ignored by falcon, so they are there just to make the file easier to read by humans. You can write anything in this panel. IIRC, when I made this I checked to see if line started with double /, so you dont need to write them. But im not sure :-)
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 To create a new object, press the INSERT key. The following dialog will appear: To create a new object, press the INSERT key. The following dialog will appear:
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_ob-create.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_ob-create.jpg}}
  
 In the drop down, you can choose: In the drop down, you can choose:
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 Select the object type you want and click next. The new object dialog will appear(each object has its own dialog). For example, after selecting a buttonview and hitting next, you get this dialog: Select the object type you want and click next. The new object dialog will appear(each object has its own dialog). For example, after selecting a buttonview and hitting next, you get this dialog:
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_ob-dialog.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_ob-dialog.jpg}}
  
 The first tab is the main tab. As you can see, the id is automatically chosen for you. The editor gets the panel id and looks for an ID number close to it. In this case, panel is 1100, and object id is 1101. Program will only pick unused ids, so dont worry about it.  The first tab is the main tab. As you can see, the id is automatically chosen for you. The editor gets the panel id and looks for an ID number close to it. In this case, panel is 1100, and object id is 1101. Program will only pick unused ids, so dont worry about it. 
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 The persistant property is used when you save a cockpit in game(**using alt+s IIRC, can someone confirm this?**). So if you want this buttonview to be saved in game, check this. The persistant property is used when you save a cockpit in game(**using alt+s IIRC, can someone confirm this?**). So if you want this buttonview to be saved in game, check this.
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_ob-areas.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_ob-areas.jpg}}
  
 The areas tab exists in all properties. Each object has destlocs and some also have srclocs. Desltlocs are the destination of the object, or where it will be draw. Buttonviews have only 1, but digits can have more(others too, you have to see it yourself). The 2 radio buttons beside the area are the transparent and opaque values. Buttons are TRANSPARENT by default, some objects are OPAQUE by default. So if you want something different from this, check the radio. Buttonviews with 0 states must be opaque to be seen by the mouseover. This is something that gave me lots of headaches to discover. Thanks for Badger for the help in this one.  The areas tab exists in all properties. Each object has destlocs and some also have srclocs. Desltlocs are the destination of the object, or where it will be draw. Buttonviews have only 1, but digits can have more(others too, you have to see it yourself). The 2 radio buttons beside the area are the transparent and opaque values. Buttons are TRANSPARENT by default, some objects are OPAQUE by default. So if you want something different from this, check the radio. Buttonviews with 0 states must be opaque to be seen by the mouseover. This is something that gave me lots of headaches to discover. Thanks for Badger for the help in this one. 
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 To view the list of buttons for the cockpit, press B on the keyboard. The following dialog will appear: To view the list of buttons for the cockpit, press B on the keyboard. The following dialog will appear:
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_buttons-dialog.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_buttons-dialog.jpg}}
  
 Each line is a button, with its ID, its callbackslot,​ and its label(see using labels). You have the following options: Each line is a button, with its ID, its callbackslot,​ and its label(see using labels). You have the following options:
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 the buttons dialog shows this properties: the buttons dialog shows this properties:
  
-{{http://tactical.nekromantix.com/images/wiki/​CockpitEditor_buttons-properties.jpg}}+{{https://pmc.editing.wiki/​images/​CockpitEditor_buttons-properties.jpg}}
  
 The ID is the button ID. You need this for buttonviews parent buttons entry. States is the number of states the button has, ie: each position the button can be at.  The ID is the button ID. You need this for buttonviews parent buttons entry. States is the number of states the button has, ie: each position the button can be at. 
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 1) Object selected 1) Object selected
  
-{{ http://tactical.nekromantix.com/images/wiki/​CockpitEditor_labels-select.jpg }}+{{ https://pmc.editing.wiki/​images/​CockpitEditor_labels-select.jpg }}
  
 2) Comment tab 2) Comment tab
  
-{{ http://tactical.nekromantix.com/images/wiki/​CockpitEditor_label-name.jpg }}+{{ https://pmc.editing.wiki/​images/​CockpitEditor_label-name.jpg }}
  
 3) Result 3) Result
  
-{{ http://tactical.nekromantix.com/images/wiki/​CockpitEditor_label-afterok.jpg }}+{{ https://pmc.editing.wiki/​images/​CockpitEditor_label-afterok.jpg }}
  
 ====== Saving ====== ====== Saving ======
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 Seifer out Seifer out
  
-Source ([[http://tactical.nekromantix.com/​forum/​viewtopic.php?​t=20842|our forum]]).+Source ([[https://www.pmctactical.org/​forum/​viewtopic.php?​t=20842|PMC Tactical Forum]]).
  
 ====== Tutorial 2 ====== ====== Tutorial 2 ======
falcon4/tools/cockpiteditor.1183772134.txt.gz · Last modified: 2007-07-10 09:52 (external edit)