Creating a Hi-Res Cockpit
Posted: Thu Aug 24, 2006 2:16 am
I would like to try my hand at creating a hi-res cockpit. According to the Ctrl-Alt-Del comic definition I confess to being a real \"newb\", not to be confused with a \"noob\", at this sort of thing.
I have found the std cockpit graphic in the GroupA.pig file using DTX2 as suggested and I can copy it to a new POG file, but how do I get it into PaintShop? Is it as simple as screenshot, paste, trim to get something to work from?
Also, what format does the picture have to be in?
I'm quite willing to play around by myself after I get started, just HOW do I get started?
I assume that the current \"hi-res\" (640*480) cockpit is simply scaled up to fit the larger screens and that the keys and icons are also scaled up on some sort of positioning map that puts them in the right position.
Therefore, my assumption is that a 1024*768 screen will work as long all the \"holes\" are proportionately in the correct place.
I will also assume that it also is just a texture and will be used if the name is correct and in the textures folder.
That's a lot of assumptions I know and I guess that only time will tell if this idea is feasable or if my lack of understanding just causes a collective shaking of heads by those who know better.
Cheers
I have found the std cockpit graphic in the GroupA.pig file using DTX2 as suggested and I can copy it to a new POG file, but how do I get it into PaintShop? Is it as simple as screenshot, paste, trim to get something to work from?
Also, what format does the picture have to be in?
I'm quite willing to play around by myself after I get started, just HOW do I get started?
I assume that the current \"hi-res\" (640*480) cockpit is simply scaled up to fit the larger screens and that the keys and icons are also scaled up on some sort of positioning map that puts them in the right position.
Therefore, my assumption is that a 1024*768 screen will work as long all the \"holes\" are proportionately in the correct place.
I will also assume that it also is just a texture and will be used if the name is correct and in the textures folder.
That's a lot of assumptions I know and I guess that only time will tell if this idea is feasable or if my lack of understanding just causes a collective shaking of heads by those who know better.
Cheers